Gaming Machine

ABSTRACT

A method for playing a game with a gaming machine includes the steps of: (a) receiving a signal indicating an instruction of starting a game; (b) starting the game; (c) executing the game; (d) displaying symbols on a display device; (e) each time a predetermined symbol or a predetermined combination of symbols is displayed on the display device, adding a predetermined point; (f) if the point cumulatively added in step (e) has reached a threshold, performing a lottery to determine a specific combination of symbols; (g) setting an award for the specific combination of symbols that is larger than a normal award; (h) if the specific combination of symbols is displayed on the display device, paying the larger award; and (i) if a combination of symbols different from the specific combination of symbols is displayed on the display device, switching the larger award back to the normal award.

This application is based on and claims the benefit of priority fromJapanese Patent Application No. 2007-181549, filed on 10 Jul. 2007, thecontent of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine such as a slot machinethat provides a game using a gaming medium (gaming value) such as coinsor the like, the gaming machine paying out the gaming value such ascredits to a player.

2. Related Art

In conventional slot machines, a game is started when a player bets acertain amount of credits. Then, a plurality of reels on which aplurality of symbols are arranged starts to rotate, and comes to restafter a predetermined lapse of time. As a result, a certain award isprovided to the player based on a symbol combination which is displayedstatically (for example, see U.S. Pat. No. 7,094,148).

However, in the slot machine described in U.S. Pat. No. 7,094,148, anaward to be paid out is set beforehand according to a winningcombination. Thus, the award is always fixed, which sometimes makesplayers disinterested.

SUMMARY OF THE INVENTION

The present invention has been made in view of the abovementionedproblem. Accordingly, it is an object thereof to provide a novel gamingmachine which can vary awards according to proceedings of a game.

In order to solve the abovementioned problem, the present inventionprovides the following features.

In an aspect of the present invention, a method for playing a game witha gaming machine is provided. The method includes the steps of: (a)receiving a signal indicating an instruction of starting a game; (b)starting the game; (c) executing the game; (d) displaying a plurality ofsymbols on a display device; (e) each time a predetermined symbol or apredetermined combination of symbols is displayed on the display deviceas a result of the game, adding a predetermined point; (f) if the pointcumulatively added in step (e) has reached a threshold, performing alottery to determine a specific combination of symbols; (g) setting anaward for the specific combination of symbols that is larger than anormal award; (h) if the specific combination of symbols is displayed onthe display device, paying the larger award; and (i) if a combination ofsymbols different from the specific combination of symbols is displayedon the display device, switching the larger award back to the normalaward.

The method described above provides a gaming machine that can varyawards according to the proceedings of the game.

In another aspect of the present invention, a gaming machine isprovided, which includes a plurality of reels, a motor, an input device,and a controller. Each of the plurality of reels has a plurality ofsymbols on its circumferential surface. The motor rotates and stops eachof the plurality of reels in response to reception of a signal. Theinput device transmits a signal to start a game in response to anacceptance of operation applied by a player. The controller isconfigured with logic to: (a) upon receiving the signal transmitted bythe input device, perform a lottery and start a game; (b) transmit asignal indicating an instruction for rotating each of the plurality ofreels to the motor; (c) transmit a signal indicating an instruction forstopping each of the plurality of reels to the motor in accordance witha result of the lottery; (d) when the plurality of reels comes to restto display a combination of symbols and the combination of symbolsmatches a predetermined combination of symbols, determine an amount tobe paid from credit; (e) when the combination of symbols in (d)satisfies a predetermined condition, add a predetermined point; (f) whenthe cumulatively added point has reached a threshold, perform a lotteryto determine a specific combination of symbols; (g) set an award for thespecific combination of symbols that is larger than a normal award; (h)when the specific combination of symbols is displayed after (g), pay thelarger award; and (i) if a combination of symbols different from thespecific combination of symbols is displayed after (g), switch thelarger award back to the normal award.

With the gaming machine described above, it is possible to vary awardsaccording to the proceedings of the game.

In still another aspect of the present invention, a gaming machine isprovided, which includes a display device, an input device, and acontroller. The display device displays a plurality of symbols. Theinput device transmits a signal to start a game in response to anacceptance of operation applied by a player. The controller isconfigured with logic to: (a) upon receiving the signal transmitted bythe input device, perform a lottery and start a game; (b) cause thedisplay device to perform a rotational display of the plurality ofsymbols; (c) cause the display device to stop the rotational display inaccordance with a result of the lottery; (d) when a combination ofsymbols is statically displayed and the combination of symbols matches apredetermined combination of symbols, determine an amount to be paidfrom credit; (e) when the combination of symbols in (d) satisfies apredetermined condition, add a predetermined point; (f) when thecumulatively added point has reached a threshold, perform a lottery todetermine a specific combination of symbols; (g) set an award for thespecific combination of symbols that is larger than a normal award; (h)if the specific combination of symbols is displayed after (g), pay thelarger award; and (i) if a combination of symbols different from thespecific combination of symbols is displayed after (g), switch thelarger award back to the normal award.

With the gaming machine described above, it is possible to vary awardsaccording to the proceedings of the game.

In the present invention, it is only if the cumulatively added point hasreached the threshold that the gaming machine performs the lottery todetermine the specific combination of symbols for which the larger awardis to be paid. And if the specific combination of symbols occurs, aplayer has a chance to obtain the larger award, or if the combination ofsymbols different from the specific combination of symbols occurs, thegaming machine switches the larger award back to the normal award. Inthis way, the invention provides a novel gaming machine that can varyawards according to the proceedings of a game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A and 1B are conceptual diagrams showing that an award for aspecific symbol combination is increased more than a normal award when apredetermined condition is satisfied and the increased award is switchedto the normal award when another symbol combination other than thespecific symbol combination is arranged;

FIG. 2 is a perspective view of a slot machine 1;

FIG. 3 is a longitudinally-sectional view of a main display 4 and reels22;

FIG. 4 is an exploded perspective view of the main display 4;

FIG. 5 is a view showing symbols drawn on the reels 22L, 22C, and 22R,and code numbers;

FIG. 6 is a view showing an electric configuration of the slot machine1;

FIG. 7 is a view showing an electrical configuration of a sub controlcircuit 171 of the slot machine 1;

FIG. 8 is a flowchart showing a routine of game execution processing ofthe slot machine 1;

FIG. 9 is a flowchart showing a subroutine of lottery processing whichis called and executed in the game execution processing shown in FIG. 8;

FIG. 10 is a flowchart showing a subroutine of win determinationprocessing 1, which is called and executed in the game executionprocessing shown in FIG. 8;

FIG. 11 is a flowchart showing a subroutine of bonus game processing,which is called and executed in the win determination processing 1 asshown in FIG. 10;

FIG. 12 is a flowchart showing a subroutine of payout processing, whichis called and executed in the win determination processing 1 as shown inFIG. 10;

FIG. 13 is a flowchart showing a subroutine of point addition processingwhich is called and executed in the win determination processing asshown in FIG. 10;

FIGS. 14A and 14B are examples of images representing trigger renderedeffects 1 displayed on the main display 4 and the sub display 3;

FIGS. 15A and 15B show examples of images of WIN rendered effects 1displayed on the main display 4 and the sub display 3;

FIGS. 16A and 16B are examples of images representing trigger renderedeffects 2 displayed on the main display 4 and the sub display 3;

FIG. 17 is a flowchart showing a subroutine of payout processing 2(processing regarding HALF WILD) as an example of payout processing,which is called and executed in the win determination processing asshown in FIG. 10;

FIG. 18 is an example of an image representing trigger rendered effects3 displayed on the main display 4;

FIG. 19 is an example of an image representing WIN rendered effects 2displayed on the main display 4;

FIG. 20 is an example of an image (a gauge type) displaying an obtainedpoint on the sub display 3;

FIG. 21 is an example of an image (numeral value display type)displaying an obtained point on the sub display 3;

FIG. 22 is an example of an image (appearance of a gauge for eachwinning combination) displaying an obtained point on the sub display 3;

FIG. 23 shows symbols arranged on reels 22L, 22C, and 22R (including a“RANKUP!” symbol), and code numbers;

FIG. 24 is a flowchart showing a subroutine of win determinationprocessing 2 with regard to “RANK UP!”;

FIG. 25 is a flowchart showing a subroutine of payout rate changeprocessing for a symbol applicable to point addition which is called andexecuted in the win determination processing 2 as shown in FIG. 24;

FIGS. 26A and 26B are examples of images showing RANK UP effects 1displayed on the main display 4 and the sub display 3;

FIGS. 27A and 27B are examples of images showing RANK UP effects 2-1displayed on the main display 4 and the sub display 3;

FIGS. 28A and 28B are examples of images of RANK UP effects 2-2displayed on the main display 4 and the sub display 3;

FIGS. 29A and 29B are examples of images of WHEEL effects 1-1 displayedon the main display 4 and the sub display 3;

FIGS. 30A and 30B are examples of images of WHEEL effects 1-2 displayedon the main display 4 and the sub display 3 in a case where a game hasbeen executed and advanced from FIG. 29;

FIGS. 31A and 31B are examples of images showing WHEEL effects 2displayed on the main display 4 and the sub display 3 in a case where arearranged combination matches a WHEEL winning combination;

FIG. 32 is a flowchart showing a subroutine of win determinationprocessing 3 (WILD Effect processing), which is called and executed inthe game execution processing shown in FIG. 8;

FIG. 33 shows a transition of images displaying HALF WILD effectsdisplayed on the main display 4;

FIG. 34 is a perspective view of a slot machine 1A;

FIG. 35 is a block diagram schematically showing the control system ofthe slot machine 1A;

FIG. 36 is a diagram showing a symbol and a code number displayed on afirst sub reel 26;

FIG. 37 is a flowchart showing a subroutine of win determinationprocessing 4, which is called and executed in the game executionprocessing shown in FIG. 8;

FIG. 38 is an example of an image of first sub reel effects 1 displayedon the main display 4;

FIG. 39 is an example of an image of the first sub reel effects 1displayed on the main display 4 in a case where a game has been executedand advanced from FIG. 38;

FIG. 40 shows symbols and code numbers displayed on the first sub reel26 and a second sub reel 27;

FIG. 41 is a flowchart showing a subroutine of win determinationprocessing 5 which is called and executed in the game executionprocessing shown in FIG. 8;

FIG. 42 is an example of an image of first and second sub reels effects1-1 displayed on the main display 4;

FIG. 43 is an example of an image of first and second sub reels effects1-2 displayed on the main display 4 in a case where a game has beenexecuted and advanced from FIG. 42;

FIG. 44 is an example of an image of first and second sub reels effects1-3 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 43;

FIG. 45 is an example of an image of first and second sub reels effects1-4 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 44;

FIGS. 46A and 46B are examples of images of first and second sub reelseffects 2 displayed on the main display 4 and the sub display 3;

FIG. 47 is a perspective view of a video slot 1B;

FIG. 48 is a block diagram schematically showing the control system ofthe video slot 1B;

FIGS. 49A and 49B are examples of images showing award increasingeffects 1 displayed on the main display 4 and the sub display 3;

FIG. 50 is an example of an image showing free game start effectsdisplayed on the main display 4;

FIG. 51 is an example of an image showing free game effects displayed onthe main display 4 when a game is performed and the gaming status hasbeen advanced;

FIG. 52 is a flowchart showing a subroutine of progressive payoutprocessing;

FIGS. 53A and 53B are examples of images showing trigger renderedeffects 4 displayed on the main display 4 and the sub display 3;

FIG. 54 is a flowchart showing a game execution processing routineduring an insurance mode;

FIG. 55 is a flowchart showing a subroutine of count processing which iscalled and executed in the game execution processing routine shown inFIG. 54;

FIG. 56 is a flowchart showing a subroutine of win determinationprocessing 6 which is called and executed in the game executionprocessing shown in FIG. 54;

FIG. 57 is a flowchart showing a subroutine of win determinationprocessing 7, which is called and executed in the game executionprocessing shown in FIG. 54;

FIGS. 58A, 58B, 59A and 59B are examples of images during an insurancemode displayed on the sub display 3 and the main display 4;

FIG. 60 is an example of images during an insurance mode displayed onthe sub display 3 and the main display 4;

FIGS. 61A and 61B are examples of images displayed on the sub display 3and the main display 4 during switching to a cashback mode;

FIG. 62 is a flowchart showing a subroutine of win determinationprocessing 8 which is called and executed in the game executionprocessing;

FIG. 63 is a flowchart showing a subroutine of point addition processingwhich is called and executed in the win determination processing asshown in FIG. 62;

FIGS. 64A and 64B are examples of images illustrating trigger renderedeffects 5 displayed on the main display 4 and the sub display 3;

FIG. 65 is an example of an image of cumulatively added points displayedon the sub display 3;

FIG. 66 is an example of an image of an increased specific symbolcombination displayed on the sub display 3;

FIGS. 67A and 67B are examples of images of award increasing effects 3displayed on the main display 4 and the sub display 3;

FIG. 68 is a flowchart showing a subroutine of win determinationprocessing 9 which is called and executed in the game executionprocessing;

FIG. 69 is a flowchart showing a subroutine of win determinationprocessing 10, which is called and executed in the game executionprocessing;

FIG. 70 is a flowchart showing a subroutine of free game processing,which is called and executed in the win determination processing;

FIG. 71 is a flowchart showing a subroutine of normal payout processing,which is called and executed in the win determination processing;

FIG. 72 is a flowchart showing a subroutine of free game payoutprocessing 4 which is an exemplary embodiment of payout processingcalled and executed in the free game processing;

FIG. 73 is a flowchart showing a subroutine of point addition processing2 which is called and executed in the win determination processing 9;

FIGS. 74A and 74B are examples of images showing award increasingeffects 2 displayed on the main display 4 and the sub display 3;

FIG. 75 is an example of an image of free game start effects displayedon the main display 4;

FIGS. 76 and 77 are examples of images showing free game effectsdisplayed on the main display 4 when a game is performed and the gamingstatus has been advanced from FIG. 75;

FIG. 78 is an example of an image during a normal game displayed on themain display 4;

FIG. 79 is a flowchart showing a subroutine of win determinationprocessing 11 which is called and executed in the game executionprocessing shown in FIG. 54;

FIG. 80 is a flowchart showing a subroutine of lottery processing 2which is called and executed in the game execution processing shown inFIG. 54 or in the free game processing shown in FIG. 70;

FIG. 81 is a flowchart showing a subroutine of reel rotation controlprocessing which is called and executed in the game execution processingshown in FIG. 54 or in the free game processing shown in FIG. 70;

FIG. 82 is an example of an image displayed on the main display 4showing rendered effects for cumulatively added points;

FIGS. 83 and 84 are examples of images displayed on the main display 4showing rendered effects for a payout rate of a specific symbolcombination selected by a lottery;

FIG. 85 is an example of an image of rearrangement of a specific symbolcombination displayed on the main display 4;

FIG. 86 is a flowchart showing a subroutine of win determinationprocessing 12 which is called and executed in the game executionprocessing;

FIG. 87 is a flowchart showing a subroutine of normal lottery processing3 which is an example of lottery processing called and executed in thegame execution processing;

FIG. 88 is a flowchart showing a subroutine of free lottery processing 4which is an example of lottery processing called and executed in thefree game processing;

FIG. 89 is a flowchart showing a subroutine of point addition processing3 which is called and executed in the win determination processing;

FIGS. 90A and 90B are examples of images showing lottery winningprobability raising effects displayed on the main display 4 and the subdisplay 3;

FIG. 91 is an example of an image showing free game start effectsdisplayed on the main display 4;

FIG. 92 is an example of an image showing free game effects displayed onthe main display 4 when a game is performed and the gaming status hasbeen advanced;

FIG. 93 is an example of an image showing the free game effectsdisplayed on the main display 4 when a game is performed and the gamingstatus has been advanced from FIG. 91;

FIG. 94 is an example of an image during a normal game displayed on themain display 4;

FIG. 95 shows a winning table; and

FIG. 96 is an example of variations of symbol sequences of reels.

DETAILED DESCRIPTION OF THE INVENTION

In the present embodiment, a slot machine 1 is provided with a pluralityof reels 22L, 22C, and 22R having a plurality of symbols on therespective surfaces thereof, and display windows 23, 24, and 25, a motor68 for rotating and stopping the plurality of reels in response toreception of a signal, a 1-bet button 11, a 3-bet button 13, and a 5-betbutton for accepting bets of credits, and RAM 52 for cumulativelystoring a portion of the bet of credits thus accepted. The slot machine1 accepts an operation by a player, performs a lottery of random numbersin lottery processing (Step S14 in FIG. 8), starts a game, causesrotation of the plurality of reels to stop in reel rotation controlprocessing (Step S15 in FIG. 8), and rearranges the plurality ofsymbols. Then, in win determination processing (Step S16 in FIG. 8), theslot machine 1 cumulatively adds a predetermined point value when apredetermined symbol combination is arranged, determines a specificsymbol combination by a lottery when the point values thus cumulativelyadded reaches a predetermined value, increases an award for the specificsymbol combination more than a normal award (for example, point FULLrendered effects 1 in FIGS. 65 and 66), and pays out the increased awardwhen the specific symbol combination is arranged. When another symbolcombination other than the specific symbol combination is arranged, theslot machine 1 switches the increased award to a normal award.Therefore, the slot machine 1 can vary awards according to proceedingsof the game.

FIGS. 1A and 1B are conceptual diagrams showing that an award for aspecific symbol combination is increased more than a normal award when apredetermined condition is satisfied and the increased award is switchedto the normal award when another symbol combination other than thespecific symbol combination is arranged. FIG. 1A shows the followingproceedings: A predetermined symbol combination, including “POINT UP!”,for example, has been arranged and a point value has reached apredetermined value as a result of cumulative addition. Accordingly, thespecific symbol combination (for example, “7, 7, 7”) is determined bylottery and its award is increased more than that of a normal award (forexample, 300 credits three times as the normal award of 100 credits forthe combination “7, 7, 7”).

FIG. 1B shows that the increased award is switched to the normal awardsince another symbol combination (for example, BAR, BAR, BAR) other thanthe specific symbol combination (for example, 7, 7, 7) is arranged.

First Embodiment

A slot machine 1 according to a first embodiment is described below inreference to FIGS. 2 to 33. In the present embodiment, a predeterminedsymbol or a combination of symbols that triggers a cumulative additionof a predetermined point value is referred to as a point awardingsymbol, and a specific combination of symbols entitled to advantages dueto the cumulative points is referred to as a combination of symbolsapplicable to point addition or a combination of symbols applicable topayout rate change. Firstly, an outline of the configuration of the slotmachine 1 according to the present embodiment is described withreference to FIGS. 2 and 6.

Exterior Appearance of Slot Machine 1

FIG. 2 is a perspective view of the slot machine 1. In FIG. 2, the slotmachine 1 has a cabinet 2 which forms the whole body thereof, and a subdisplay 3 disposed front on an upper portion of the cabinet 2. Inaddition, a main display 4 is disposed front in a center portion of thecabinet 2. Here, the sub display 3 is configured by a liquid crystaldisplay. In addition, the main display 4 is configured by a transparentliquid crystal display. A payout table is displayed on the sub display3, in a case of a normal gaming state and a standby state.

On a lower side of the main display 4, an operation table 5 projectingforward is disposed. On the operation table 5, a CHANGE button 6, aCASH-OUT button 7, and a HELP button 8 are disposed from a leftmostside. In addition, on the right side of the HELP button 8, a coininsertion slot 9 and a bill insertion slot 10 are disposed. In addition,on the front side of the operation table 5, a 1-BET button 11, aSPIN/REPEAT-BET button (hereinafter referred to as “SPIN button”) 12, a3-BET button 13, and a 5-BET button 14 are disposed from a left side.

Here, the CHANGE button 6 is pressed when exchanging the bill insertedinto the bill (or paper money) insertion slot 10, and the exchangedcoins are discharged to a coin tray 16 through a coin payout opening 15,which is disposed at a lower portion of the cabinet 2. A CHANGE switch62 (described later) is attached to the CHANGE button 6, and a switchsignal is output to a CPU 50 from the CHANGE switch 62 in response topressing of the CHANGE button 6.

The CASH-OUT button 7 is usually pressed when a normal game isterminated. When the CASH-OUT button 7 is pressed, coins obtained in agame are discharged from the coin payout opening 15 to the coin tray 16.A payout (CASH-OUT) switch 63 (described later) is attached to theCASH-OUT button 7, and a switch signal is output to the CPU 50 inresponse to pressing of the CASH-OUT button 7.

The HELP button 8 is pressed when it is unclear to the player how toplay the game. When the HELP button 8 is pressed, various helpinformation is displayed on the sub display 3 and the main display 4. AHELP switch 64, which is described later, is attached to the HELP button8. A switch signal is output to the CPU 50 from the HELP switch 64 inresponse to pressing of the HELP button 8.

Meanwhile, when a payout table is not displayed on the sub display 3 inthe game, the payout table is displayed on the sub display 3 throughpressing of the HELP button 8.

A coin sensor 65 is disposed in the coin insertion slot 9. When a coinis inserted in the coin insertion slot 9, a coin detection signal isoutput to the CPU 50 from the coin sensor 65. In addition, a bill sensor66 is disposed in the bill insertion slot 10. When a bill is insertedinto the bill insertion slot 10, a bill detection signal is output tothe CPU 50 from the bill sensor 66.

Every time the 1-BET button 11 is pressed, one credit is bet, and the1-BET button 11 can be pressed up to three times. A 1-BET switch 59 isattached to this 1-BET button 11. When the 1-BET button 11 is pressed, aswitch signal is output from the 1-BET switch 59 to the CPU 50 inresponse to pressing of the 1-BET button 11.

The SPIN button 17 initiates rotation of the reels 22L, 22C, 22R so asto start a game with a current bet amount or a previous bet amount inresponse to pressing of the SPIN button 17. A SPIN switch 58 is attachedto the SPIN button 17. When the SPIN button 17 is pressed, a switchsignal is output from the SPIN switch 58 to the CPU 50 in response topressing of the SPIN switch 58. Here, as the bet amount, which can bebet by press of the SPIN button 17, there may exist 1 bet, 2 bets, 3bets, and 5 bets.

The 3-BET button 13 is a button to start a game with 3 bets. A 3-BETswitch 60 is attached to the 3-BET button 13. When the 3-BET button 13is pressed, a switch signal is output from the 3-BET switch 60 to theCPU 50. In addition, the 5-BET button 14 is a button to be pressed whenstarting a game with 5 bets, and when starting a bonus game. A 5-BETswitch 61 is attached to the 5-BET button 14. A switch signal is outputfrom the 5-BET switch 61 to the CPU 50 in response to pressing of the5-BET button 14.

The cabinet 2 has the coin payout opening 15 and coin tray 16 in thelower part. The coin tray 16 receives a coin discharged from the coinpayout opening 15. A coin detection unit 73, which is configured with asensor and the like, is disposed inside of the coin payout opening 15,and detects the number of coins discharged from the coin payout opening15.

Reel and Main Display

Subsequently, a detailed structure of the main display 4 and the threereels 22L, 22C, and 22R, which are disposed rotatably inside of thecabinet 2 on a back surface side of the main display 4, is describedaccording to FIGS. 3 and 4. FIG. 3 is a longitudinal-sectional view ofthe main display 4 and the reels 22L, 22C, and 22R. FIG. 4 is anexploded perspective view of the main display 4.

In FIGS. 3 and 4, the main display 4, together with a transparent touchpanel 30 (hereinafter, referred to as “touch panel 30”) that is arrangedon a front side (left side in FIG. 3) of the main display 4, is disposedwithin a display window section 21 of a front panel 20 disposed front ata center portion of the cabinet 2 of the slot machine 1. In addition, ona back side (right side in FIG. 3) of the main display 4, the threereels 22L, 22C, and 22R (FIG. 3 shows only one reel) are supported inparallel, each of which is supported so as to rotate independently.

The reels 22L, 22C and 22R of the slot machine 1 face a left displaywindow 23, a center display window 24 and a right display window 25(see, FIG. 2), respectively, which are formed in the main display 4.Structure of respective display windows 23, 24, and 25 is describedlater in Structure of Main Display.

Symbol Columns of Reels

FIG. 5 shows one example of symbol columns in which nine pieces ofplural types of symbols arranged on the respective reels 22L, 22C, and22R. This arrangement is converted into a table as data and stored in aROM 51 (see, FIG. 6). That is, code numbers of “00” to “08” are given torespective symbols as shown in FIG. 5, and stored in the ROM 51 as adata table (see, FIG. 6). In other words, it is possible to specify asymbol uniquely, by identification of the reels 22L, 22C, and 22R, andthe code numbers.

On a peripheral surface of each of the reels 22L, 22C, and 22R, ninetypes of symbols including a blank symbol are depicted as shown in FIG.4. More specifically, the symbols, which are formed on a peripheralsurface of each of the reels 22L, 22C, and 22R, are a WILD symbol 91, aRED 7 symbol 92, a 7 DORA symbol 93, a 3 BAR symbol 94 (BAR BAR BAR), a2 BAR symbol 95 (BAR BAR), a BAR symbol 96, a blank symbol 97, a BARDORAsymbol 98, and HALF WILD symbol 99. Then, on a peripheral surface ofeach of the reels 22L, 22C, and 22R, these nine types of symbols arearranged in the order shown in FIG. 5. Each of the reels 22L, 22C, and22R is driven to rotate in such a manner that a symbol column moves inthe direction of an arrow in FIG. 5.

In addition, various winning combinations have been set up in advancebased on a plurality of types of combinations of each symbol. When asymbol combination corresponding to a winning combination comes to restalong a pay line L (see FIG. 2), coins are discharged from the coinpayout opening 15 according to the winning combination. In this respect,the gaming machine 1 is similar to a conventional slot machine, andtherefore an explanation thereof is omitted. In addition, regarding thevarious symbols formed on a peripheral surface of each of the reels 22,it is a typical way that a long seal printed with nine pieces ofsymbols, which has a width and a peripheral length fit for each of thereels 22, is bonded to the peripheral surface of each of the reels 22.However, it may be alternatively possible to form the symbols indifferent manners.

In this embodiment, only a center line is selected for the pay line L.The pay line L is displayed on the main display 4 when games are carriedout by rotating and stopping the reels 22 in response to pressing of the1-BET button 11, the 3-BET button 13, and the 5-BET button 14 or theSPIN button 17. On the other hand, the pay line L is eliminated from themain display 4 for a bonus game which is performed in response topressing of the 5-BET button 14 when a player is entitled to variousbonus games.

In addition, the BONUS trigger symbol 93 (7 DORA symbol) is the onewhich serves as a trigger for the purpose of achieving various bonusgames. In this embodiment, one BONUS trigger symbol 93 is arranged onlyon a peripheral surface of the reel 22R. When the BONUS trigger symbol93, which exists on the peripheral surface of the reel 22R, comes torest on the pay line L, a player is entitled to various bonus games.

Structure of Main Display 4

Subsequently, a structure of the main display 4 is described accordingto FIGS. 3 and 4. In FIGS. 3 and 4, the main display 4 is configuredwith the following components arranged from the front side of the slotmachine 1: a touch panel 30, a reel glass base 31, a bezel metal frame32, a liquid crystal panel 33, a liquid crystal holder 34, a diffusionsheet 35, a light guiding plate 36, a white reflector 37, a rear holder38, and an anti-static sheet 39. In the diffusion sheet 35, openings35A, 35B, and 35C are formed. Similarly, in the light guiding plate 36,the reflector 37 and the rear holder 38, three openings 36A to 36C,three openings 37A to 37C, and three openings 38A to 38C are formed,respectively, so as to be aligned with the openings 35A, 35B, and 35C.Here, the openings 35A to 38A configure the left display window 23 (seeFIG. 2). Similarly, the openings 35B to 38B and the openings 35C to 38Cconfigure the center display window 24 and the right display window 25(see FIG. 2), respectively.

Here, the openings 35A to 35C in the diffusion sheet 35 and the openings36A to 36C in the light guiding plate 36 configure the lighttransmitting areas to retain visibility while variable display is beingconducted by each rotating reel 22.

In order to install the main display 4 to the display window 21 of thefront panel 20, as shown in FIG. 3, brackets 40 extending in upward anddownward directions of the reel glass base 31 are screwed to the rearside of the front panel 20 by screws 41.

In addition, a pair of cold cathode ray tubes 42 is disposed as a lightsource of the liquid crystal panel 33, at upper and lower ends of thelight guiding plate 36. In addition, a pair of cold cathode ray tubes43, which illuminates symbols formed on an outer peripheral surface ofeach of the reels 22, is disposed at upper and lower positions on therear side of each of the openings 38A to 38C in the rear holder 38.

The liquid crystal panel 33 is a transparent electric display panel onwhich transparent electrodes such as ITO are formed, and arranged infront of each of the reels 22 which can be seen therethrough. Thecircumference of the rear side of the display part of the liquid crystalpanel 33 is held by the liquid crystal holder 34. In the light guidingplate 36, which is made of a light transmitting resin panel, lens cutportions are formed. The lens cut portions lead light emitted from thecold cathode ray tubes 43 positioned at end positions of the lightguiding plate 36 to the rear side of the liquid crystal panel 33. Thediffusion sheet 35, which is made of a light transmitting resin sheet,scatters light led by the light guiding plate 36 and levels lightirradiated to the liquid crystal panel 33. The liquid crystal holder 34for holding the liquid crystal panel 33, the diffusion sheet 35, and thelight guiding plate 36 are assembled into a one-piece construction, withthe circumference thereof inserted in a bezel metal frame 32. Thereby,the front side of the display part in the liquid crystal panel 33 isretained by the bezel metal frame 32.

The circumference of the liquid crystal holder 34, the light diffusionsheet 35, and the light guiding plate 36 is further inserted into thereel glass base 31. In this way, the reel glass base 31 holds thesecomponents in a state in which the front display plane of the liquidcrystal panel 33 is open. The touch panel 30 is attached in pressurecontact to the front side of the reel glass base 31, which is attachedto the front panel 20 by way of the screws 41.

The rear holder 38 made of a white resin plate retains the bezel metalframe 32 supported by the reel glass base 31, the liquid crystal holder34 holding the liquid crystal panel 33, the light diffusion sheet 35,and the light guiding plate 36 to the reel glass base 31 from the rearside thereof. The rear holder 38 also functions as a reflecting platefor reflecting light emitted from the cold cathode ray tubes 42 to thelight guiding plate 36 toward the liquid crystal panel 33. Theanti-static sheet 39, which is transparent and adhered to the rear planeof the rear holder 38 by way of double-sided adhesive tape, covers therear plane of each of the openings 38A to 38C formed in the rear holder38.

Electric Configuration of Slot Machine 1

Next, the configuration of the control system in the slot machine 1 isdescribed with reference to FIG. 6. FIG. 6 is a block diagramschematically showing the control system in the slot machine 1.

In FIG. 6, the control system of the slot machine 1 is basicallyconfigured of the CPU 50. ROM 51 and RAM 52 are connected to the CPU 50.A main control circuit 50 a of the slot machine 1 is configured with theCPU 50, the ROM 51, and the RAM 52. The ROM 51 stores a game controlprogram, various effect programs and effect data for executing variouseffects on the sub display 3 and the main display 4 according toprogress in games, a probability table (not shown) for conducting alottery of various winning combinations, various programs necessary forcontrolling the slot machine 1, and various data tables and the like. Inaddition, the RAM 52 is a memory for temporarily storing various datacomputed by the CPU 50.

In addition, a clock pulse generation circuit 53 for generating standardclock pulses and a frequency divider 54 are connected to the CPU 50, anda random number generator 55 and a random number sampling circuit 56 arealso connected to the CPU 50. A random number sampled by the randomnumber sampling circuit 56 is utilized in various lotteries of thewinning combinations, the effects, and the like. Furthermore, the spinswitch 58 attached to the SPIN button 17, the 1-BET switch 59 attachedto the 1-BET button 11, the 3-BET switch 60 attached to the 3-BET button13, the 5-BET switch 61 attached to the 5 BET-button 14, the changeswitch 62 attached to the change button 6, the cashout switch 63attached to the CASH-OUT button 7, and the help switch 64 attached tothe help button 8 are connected to the CPU 50, respectively. The CPU 50controls the slot machine 1 to execute various operations correspondingto each button, based on a switch signal output from each switch wheneach button is pressed.

Furthermore, the coin sensor 65, which is disposed in the coin insertionslot 9, and the bill sensor 66, which is disposed in the bill insertionslot 10, are connected to the CPU 50, respectively. The coin sensor 65detects a coin inserted from the coin insertion slot 9, and the CPU 50computes the amount of coins inserted based on a coin detection signaloutput from the coin sensor 65. The bill sensor 66 detects a type and anamount of a bill inserted from the bill insertion slot 10, and the CPU50 computes an amount of coins which is equivalent to the amount of abill based on a bill detection signal output from the bill sensor 66.

Three stepping motors 68L, 68C, and 68R, which are driven through amotor driving circuit 67 to rotate the reels 22L, 22C, and 22R,respectively, are connected to the CPU 50. In addition, a reel positiondetection circuit 69 is connected to the CPU 50. When a motor drivingsignal is output from the CPU 50 to the motor driving circuit 67, eachof the stepping motors 68 is driven so as to rotate by the motor drivecircuit 67. Thereby, each of the reels 22L, 22C, and 22R is rotated.

At this time, after each of the reels 22L, 22C, and 22R starts torotate, the number of driving pulses supplied to each of the steppingmotors 68 is calculated, and the calculated value is written in apredetermined area of the RAM 52. In addition, a reset pulse is outputfrom each of the reels 22L, 22C, and 22R with respect to each one spin,and the reset pulse is input to the CPU 50 through the reel positiondetection circuit 69. When the reset pulse is input to the CPU 50, thecalculated value written in the RAM 52 is cleared to “0”, and the CPU 50recognizes a rotational position of symbols on each of the reels 22L,22C, and 22R, based on the calculated value corresponding to therotational position of each of the reels 22L, 22C, and 22R within onerotation, and a symbol table in which the rotational position of each ofthe reels 22L, 22C, and 22R stored in the ROM 51 and the symbols formedon a peripheral surface of each of the reels 22L, 22C, and 22R arecorrelated with each other.

A hopper 71 is connected to the CPU 50 through a hopper driving circuit70. When the CPU 50 outputs a driving signal to the hopper drivingcircuit 70, the hopper 71 discharges a predetermined amount of coinsthrough the coin payout opening 15.

In addition, a coin detection unit 73 is connected to the CPU 50 througha payout complete signal circuit 72. The coin detection unit 73 isdisposed inside of the coin payout opening 15. When the coin detectionunit 73 detects a predetermined amount of coins discharged from the coinpayout opening 15, a coin payout detection signal is output from thecoin detection unit 73 to the payout complete signal circuit 72. Basedon this signal, the payout complete signal circuit 72 outputs a payoutcomplete signal to the CPU 50.

In addition, a sub-control circuit 171 is connected to the CPU 50. Thesub display 3, the main display 4, speakers 80L and 80R, an LED 78, andthe touch panel 30 are connected to the sub-control circuit 171. Inaddition, two-way communication is carried out between the CPU 50 andthe sub-control circuit 171.

Electric Structure of Sub-Control Circuit

Next, the sub-control circuit 171 shown in FIG. 7 is described. Thesub-control circuit 171 is configured by a sub CPU 221, sub ROM 223, subRAM 222, image display control circuits 74 and 75, a sound outputcircuit 79, an LED control circuit 77, and a touch panel control circuit76. In addition, an IN port and an OUT port, etc. are disposedarbitrarily between the main control circuit 50 a and the sub-controlcircuit 171, and between the sub CPU 221 and each actuator.

The sub CPU 221 determines what is displayed on the sub display 3 andthe main display 4 based on a gaming information command transmittedfrom the main control circuit 50 a, and transmits contents to bedisplayed to the image display control circuits 74 and 75.

The sub ROM 223 stores a communication sequence program forcommunicating with the main control circuit 50 a, and a program and datanecessary for a slot game and a bonus game.

The sub RAM 222 is used as a working area for executing these controlprograms.

The image display control circuit 74 that includes video ROM (not shown)and video RAM (not shown) controls contents to be displayed on the subdisplay 3. The image display control circuit 75 that also includes videoROM (not shown) and video RAM (not shown) controls contents to bedisplayed on the main display 4. The image display control circuits 74and 75 cause the sub display 3 and the main display 4 respectively todisplay predetermined rendered effects based on various effect commandstransmitted from the main control circuit 50 a.

The sound output circuit 79 that includes a sound source ROM (not shown)and work RAM (not shown) controls sound output to the speakers 80L and80R. The sound output circuit 79 makes the speakers 80L and 8OR generatepredetermined audio based on various audio effect commands transmittedfrom the main control circuit 50 a.

The LED control circuit 77 controls light emitted from various LEDs 78which decorate a game of the slot machine 1. The LED control circuit 77makes the LED 78 emit light with predetermined timing, based on variousLED effect commands transmitted from the main control circuit 50 a.

The touch panel control circuit 76 controls the touch panel 30 anddetects whether a player has touched a predetermined touch area image,and then conveys the detection to the sub CPU 221. Then, the sub CPU 221performs predetermined control of images to allow various games to beperformed and continued on the sub display 3 and the main display 4.

In addition, in this embodiment, the sub control circuit 171, which isindependent from the main control circuit 50 a, controls the sub display3, the main display 4, the speakers 80L and 80R, etc. However, thepresent invention is not limited to the abovementioned configuration,and may be of such a configuration in which the main control circuit 50a directly controls the sub display 3, the main display 4, the speakers80L and 80R, etc.

Control Operation of Slot Machine 1

Various control operations executed in the main control circuit 50 a andthe sub-control circuit 171 of the slot machine 1 are described. In thedescription, a point awarding symbol indicates a symbol or a combinationof symbols entitled to a point. For example, it indicates a combinationsatisfying a REACH state, a symbol of 7 DORA, a symbol of RANKUP!, andthe like. Combination of symbols applicable to point addition indicatesa combination of symbols for which a multiplication of a payout ratedetermined based on a point value or another method is to be performedat payout. For example, it refers to a combination “7, 7, 7”.

FIG. 8 is a flowchart showing a routine of game execution processing ofthe slot machine 1.

In the game execution processing, the CPU 50 first determines whether ornot a player has bet any coins (Step S10). In this processing, the CPU50 determines whether or not the CPU 50 has received an input signalfrom the 1-BET switch 59, the 3-BET switch 60, or the 5-BET switch 61,which sends the signal when the player operates the 1-BET button 11, the3-BET button 13, or the 5-BET button 14. In a case where the CPU 50determines that the player has not bet any coins, the CPU 50 returns theprocessing to Step S10.

On the other hand, in a case where the CPU 50 determines in Step S10that a coin has been bet, the CPU 50 performs processing for subtractingan amount from the credit amount stored in the RAM 52, depending on theamount of coins bet (Step S11).

Next, the CPU 50 determines whether the SPIN button 17 is activated(Step S12). In this processing, the CPU 50 determines whether or not theCPU 50 has received an input signal from the spin switch 58 that sends asignal in response to the activated SPIN button 17. In a case where theCPU 50 determines that the SPIN button 17 is not activated, the CPU 50returns the flow to Step S12. It should be noted that in a case wherethe SPIN button 17 is not activated (for example, when an instructionfor terminating a game is input), the CPU 50 cancels the result ofsubtraction obtained in Step S11.

Next, the CPU 50 performs a progressive addition (Step S13). Morespecifically, the CPU 50 performs an addition of a certain percentage ofcoins bet. The amount of credits thus added may be left undisplayed(hidden progressive), and is preferentially paid out when a player winsa combination of symbols applicable to increased award or awarding ratechange, which is described later.

Next, the CPU 50 performs lottery processing (Step S14). In the lotteryprocessing, the CPU 50 (computation processing device) executes alottery program stored in the RAM 52 (storage device) so as to determinea code number for each of the reels 22 when it is stationary. Thus, thesymbol combination to be rearranged is determined. It should be notedthat the description is made in the present embodiment regarding anarrangement in which the symbol combination to be rearranged isdetermined, thereby selecting one winning combination from amongmultiple types of winning combinations. However, an arrangement may bemade according to the present invention in which one winning combinationis first selected from among the multiple types of winning combinationsby lottery, followed by determining the symbol combination to berearranged based on the winning combination thus selected.

Next, the CPU 50 performs reel rotation control processing (Step S15).In this processing, after all the reels 22 start to rotate, the CPU 50stops the rotation of each reel such that the symbol combinationrearranged along the pay line matches the symbol combination thatcorresponds to the winning combination determined in Step S14. Next, theCPU 50 performs win determination processing (Step S16). A detaileddescription is provided later regarding this processing with referenceto FIGS. 10, 24, 32, 37, and 41. Thereafter, the CPU 50 terminates thepresent processing.

FIG. 9 is a flowchart showing a subroutine of lottery processing whichis called and executed in Step S14 of the game execution processingshown in FIG. 8. The CPU 50 executes a lottery program stored in the RAM52, thereby executing the lottery processing.

First, the CPU 50 selects a random number in a range of values from 0 to255 for each of the three reels 22 by executing a random numbergenerating program included in the lottery program (Step S20). Adescription is provided in the present embodiment regarding anarrangement in which each random number is generated by a program (aso-called random number by software). Alternatively, a random numbergenerator 55 may be used (a so-called random number by hardware ).

Next, based on the selected three random numbers, the CPU 50 determinesthe code number of each reel 22 (see FIG. 5) (Step S21). Thereafter, theCPU 50 terminates the processing.

The code number selected for each reel 22 corresponds to the code numberof the symbol which is to be rearranged along the pay line. The CPU 50determines the code number for each reel 22, thereby determining awinning combination. For example, in a case where the CPU 50 determinesthat the code numbers for the reels 22 are “00”, “00”, and “00”, itindicates that the CPU 50 has determined that a player wins the “WILD”winning combination. It should be noted that the reel rotation controlprocessing is performed based on the reel code numbers.

FIG. 10 is a flowchart showing a subroutine of the win determinationprocessing 1, which is called and executed in Step S16 of the gameexecution processing shown in FIG. 8.

In the win determination processing 1, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S30). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU 50 determines that a bonus game has beentriggered, the CPU 50 calls bonus game processing (see FIG. 11) (StepS31). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that a bonusgame has not been triggered in Step S30, the CPU 50 determines whether awinning combination occurs or not (Step S32). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the combination matches a winningcombination, the CPU 50 calls payout processing (see FIG. 12 or 17)(Step S33). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination inStep S32, the CPU 50 then determines whether the rearranged symbolcombination matches a point awarding symbol or not (Step S34). Withreference to FIG. 14, for example, the point awarding symbol may be acombination of symbols such as “7, 7, BAR BAR”, which is a prematurecombination. The CPU 50 may determine the point awarding symbolbeforehand. In a case where the CPU 50 determines that the rearrangedsymbol combination matches a point awarding symbol, the CPU 50 performsprocessing for determining a combination of symbols applicable to pointaddition (Step S35). In this processing, the CPU 50 determines acombination of symbols (for example, “7, 7, 7” in FIG. 14) for which amultiplication of a payout rate is to be performed at payout. Next, theCPU 50 performs point addition processing (see FIG. 13) (Step S36).Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a point awarding symbol inStep S34, the CPU 50 then terminates the present processing.

FIG. 11 is a flowchart showing a subroutine of bonus game processing,which is called and executed in Step S31 of win determination processing1 as shown in FIG. 10, in Step S81 of win determination processing 2 asshown in FIG. 24, in Step S101 of win determination processing 3 asshown in FIG. 32, in Step S121 of win determination processing 4 asshown in FIG. 37, and in Step S131 of win determination processing 5 asshown in FIG. 41. In the bonus game processing, firstly, the CPU 50determines a number of bonus games T based upon the random number whichis obtained by executing a random number generating program included ina lottery program stored in the RAM 52 (Step S40). The CPU 50 stores thenumber of bonus games T thus determined in the RAM 52.

Subsequently, the CPU 50 performs lottery processing (Step S41) and reelrotation control processing (Step S42). The processing in Step S41 issubstantially the same as that described with reference to FIG. 9. Inaddition, the processing in Step S42 is substantially the same as thatdescribed with reference to FIG. 8. Accordingly, no description is givenof the processing described above.

Next, the CPU 50 determines whether a bonus game has been triggered ornot, i.e., whether a symbol triggering a bonus game has been appeared indisplay windows 23, 24, and 25 (Step S43). In a case where the CPU 50determines that a bonus game has been triggered, it determines arepetition number t for the bonus game by lottery (Step S44). Therepetition number t thus determined is added to the number of currentlyremaining bonus games T (Step S45). With such an arrangement, in a casewhere the player has won another bonus game award in a bonus game, theremaining number of the bonus games is incremented. More specifically,in a case where the player wins another bonus game award that provides17 rounds of games during the twelfth game of an initial bonus game of20 rounds of games, the player wins 25 (=20−12+17) rounds of bonusgames.

In a case where the bonus game has not been triggered in Step S43, theCPU 50 determines whether or not the player has won a winningcombination (Step S46). In a case where the CPU 50 determines that theplayer has won a winning combination, the CPU 50 performs payoutprocessing (see FIG. 12 or 17) (Step S47).

After the execution of the processing in Step S45 or S47, or in a casewhere the CPU 50 determines in Step S46 that the player has not won anywinning combination (i.e., in a case where the player has lost thegame), the CPU 50 reads the number of bonus games T stored in the RAM52, and subtracts 1 from the number of bonus games T. Then, the CPU 50stores the updated number of bonus games T after subtraction in the RAM52 (Step S48).

Next, the CPU 50 determines whether or not the number of bonus games Thas reached the number determined in Step S45 (Step S49). Morespecifically, the CPU 50 determines whether or not the number of bonusgames T stored in the RAM 52 is equal to zero. When the number of bonusgames is not equal to zero, i.e., in a case where the CPU 50 determinesthat the number of bonus games executed has not reached the numberdetermined in Step S45, the CPU 50 returns the processing to Step S41,and repeats the aforementioned processing. On the other hand, in a casewhere the CPU 50 determines that the number of bonus games T is equal tozero, i.e., in a case where the CPU 50 determines that the number ofbonus games executed has reached the number determined in Step S45, theCPU 50 terminates the present subroutine.

FIG. 12 is a flowchart showing a subroutine of payout processing 1, anexemplary embodiment of payout processing, which is called and executedin Step S33 of win determination processing 1 as shown in FIG. 10, inStep S83 of win determination processing 2 as shown in FIG. 24, in StepS103 of win determination processing 3 as shown in FIG. 32, in Step S123of win determination processing 4 as shown in FIG. 37, in Step S133 ofwin determination processing 5 as shown in FIG. 41, or in Step S47 ofbonus game processing as shown in FIG. 11.

In the payout processing 1, the CPU 50 first determines whether awinning is a combination of symbols applicable to point addition or not(Step S50). In a case where the CPU 50 determines that the winning is acombination of symbols applicable to point addition, the CPU 50 refersto the payout rate (Step S51). Next, the CPU 50 advances the processingto Step S53.

On the other hand, in Step S50, in a case where the CPU 50 determinesthat the winning is not a combination of symbols applicable to pointaddition, the CPU 50 sets the payout rate to 1 (Step S52).

Next, in Step S53, the CPU 50 pays out the amount which is equivalent toan award of the winning combination of symbols multiplied by the payoutrate.

FIG. 13 is a flowchart showing a subroutine of point addition processingwhich is called and executed in Step S36 of the win determinationprocessing shown in FIG. 10.

In the point addition processing, the CPU 50 first performs a summationof points (Step S60). Next, the CPU 50 determines whether the pointshave exceeded a reference value or not (Step S61). In a case where theCPU 50 determines that the points have not exceeded the reference value,the CPU 50 terminates the present processing. On the other hand, in acase where the CPU 50 determines that the points have exceeded thereference value, the CPU 50 performs processing for updating the payoutrate (Step S62). Thereafter, the CPU 50 terminates the presentprocessing.

Trigger Rendered Effects and WIN Rendered Effects

As described in Steps S33 and S34 to S36 in FIG. 10, trigger renderedeffects are performed by the point addition processing for a pointawarding symbol, and WIN rendered effects are performed by the payoutprocessing for a combination of symbols applicable to point addition.Regarding the abovementioned rendered effects, an example of imagesdisplayed for trigger rendered effects 1 and its variations, triggerrendered effects 2 and 3 are described with the drawings. In addition,an example of images displayed for WIN rendered effects 1 in the triggerrendered effects 1 and 2 and WIN rendered effects 2 in the triggerrendered effects 3 are described with reference to the drawings.

Trigger Rendered Effects 1

In the trigger rendered effects 1, a payout rate is determined based onpoints which are added when a rearranged symbol combination is in theREACH state. As shown in FIGS. 14A and 14B, the rearranged symbolcombination is in the REACH state of a “7” combination, and the pointand the payout rate are 1 and 1.5, respectively. Even if a player losesa game, the point is accumulated, thereby preventing a player fromlosing interest in the game.

The image shown in FIG. 14A indicates an obtained point, a payout rate,and a symbol combination of payout. The obtained point is representedwith a circle with oblique lines 102 in the trigger rendered effects 1(a display type for showing a required number). The payout rate isrepresented with “x 1.5”, “x 2”, “x 3”, and “x 6”. The symbolcombination of payout is represented as “7, 7, 7” as indicated by anumeral 104. In addition, points required to upgrade the payout rate,1.5 to 2 times, e.g., is represented with an open circle 103. Forexample, the image shown in FIG. 14A indicates that the rate is 1.5 ifthe point is not more than 2, the rate is 2 if the point is 3 to 5, therate is 3 if the point is 6 to 10, and the rate is 6 if the point isequal to or greater than 11. FIG. 14A indicates that the amount ofnormal payout multiplied by the rate 1.5 is paid out if a symbolcombination “7, 7, 7” occurs. Also in this image, the message “POINTGET!” 101 represents that a player has obtained a point.

The image shown in FIG. 14B illustrates rearranged symbols, thecombination “7, 7, BARBAR”, which is in the REACH state of thecombination “7, 7, 7”, is displayed in the left display window 23, thecenter display window 24, and the right display window 25. A message“YOU'VE GOT A POINT!” 105 represents that a player has obtained a point.

WIN Rendered Effects 1

In the WIN rendered effects, a certain amount is paid out based on arate resulting from point addition for a case where a rearranged symbolcombination matches a combination of symbols applicable to pointaddition. The images of the WIN rendered effects 1 shown in FIGS. 15Aand 15B indicate that a certain amount is paid out for the rearrangedsymbol combination “7, 7, 7.”

As shown in FIG. 15A, the image represents 5 points obtained by aplayer, as indicated by circles with oblique lines 102. In addition, “7,7, 7” 104 and “x 2” indicate a chance to obtain double amount of normalpayout if a symbol combination “7, 7, 7” occurs.

The image in FIG. 15B represents a rearrangement of symbols and theresulting combination “7, 7, 7” displayed in the left display window 23,the center display window 24, and the right display window 25. A message“WIN! 100×2” 111 indicates that a player obtains double the normalpayout, 100×2 credits, for example.

Trigger Rendered Effects 2

In the trigger rendered effects 1, a payout rate is determined based onpoints which are added when a rearranged symbol combination is in theREACH state. On the other hand, in the trigger rendered effects 2, apayout rate is determined based on points added when one of therearranged symbols matches a DORA symbol. An embodiment regarding theforegoing is described with reference to FIGS. 16A and 16B.

As shown in FIGS. 16A and 16B, the images of the trigger renderedeffects 2 show that points are added in a case where one of therearranged symbols is “7 DORA”.

An image shown in FIG. 16A indicates the amount of a normal payoutmultiplied by the rate 1.5 paid for a symbol combination with “7 DORA”,“7, 7, 7 DORA”, for example.

As shown in FIG. 16B, the image represents a rearrangement of symbolsand the resulting combination “BAR BAR, BAR, 7 DORA”, which includes aDORA symbol, displayed in the left display window 23, the center displaywindow 24, and the right display window 25.

In addition, as a variation for awarding points, such an arrangement mayalternatively be made in which when a symbol with a DORA symbol isdisplayed, a lottery is performed to determine whether points are givenor not, as well as an arrangement in which points are added, whenever asymbol with a DORA symbol is displayed.

Trigger Rendered Effects 3 (HALF WILD)

In trigger rendered effects 3, a payout rate is determined based onpoints which are added when one of the rearranged symbols is a specificsymbol (“HALF WILD”). An embodiment regarding the foregoing is describedwith reference to FIGS. 17 to 19.

Flowchart of Payout Processing 2 (HALF WILD)

FIG. 17 is a flowchart showing a subroutine of payout processing 2 as anexample of payout processing which is called and executed in Step S33 ofwin determination processing shown in FIG. 10, Step S83 of windetermination processing 2, Step S103 of win determination processing 3,Step S123 of win determination processing 4, Step S131 of windetermination processing 5 or Step S47 of bonus game processing.

In payout processing 2, the CPU 50 first determines whether a winningmatches a combination of symbols applicable to point addition or not(Step S70). In a case where the CPU 50 determines that the winningmatches a combination of symbols applicable to point addition, the CPU50 refers to a payout rate (Step S71). Next, the CPU 50 advances theprocessing to Step S73.

On the other hand, in Step S70, in a case where the CPU 50 determinesthat the winning does not match a combination of symbols applicable topoint addition, the CPU 50 sets the payout rate to 1 (Step S72).

Next, in Step S73, the CPU 50 determines whether the rearranged symbolcombination includes a HALF WILD symbol or not. In a case where the CPU50 determines that the rearranged symbol combination includes a HALFWILD symbol, the CPU 50 pays out half of the amount of an award for awinning symbol combination multiplied by a payout rate (Step S74).Thereafter, the CPU 50 terminates the present processing.

On the other hand, in Step S73, in a case where the CPU 50 determinesthat a HALF WILD symbol is not included, the CPU 50 pays out an amountwhich is equivalent to the award for the winning symbol combinationmultiplied by the payout rate (Step S75). Thereafter, the CPU 50terminates the present processing.

As shown in FIG. 18, the image represents a rearrangement of symbols andthe resulting combination “7, 7, HALF WILD” displayed in the leftdisplay window 23, the center display window 24, and the right displaywindow 25. Since one of the rearranged symbols is “HALF WILD”, it showsthat points are added.

WIN rendered effects 2

FIG. 19 is an example of an image representing WIN rendered effects 2displayed on the main display 4. The image represents a rearrangement ofsymbols and the resulting combination “7, 7, HALF WILD” displayed in theleft display window 23, the center display window 24, and the rightdisplay window 25. Since a winning of HALF WILD occurs, the imagerepresents that a certain amount multiplied by the payout rate based onpoints is paid out. A message “WIN! 80×3 240 CREDITS!” 113 indicates thepayout of 240 credits that are equivalent to half the amount (80credits) multiplied by 3 is paid for a case where the payout rate is 3based on the currently obtained points and normal payout of thecombination “7, 7, 7” is 160 credits.

Variations of Points Display

An image of the trigger rendered effects indicates obtained points, apayout rate, and a combination of symbols entitled to a payout. As anexample of an image, a display type for showing required points toupgrade the payout rate is shown in FIG. 14A. Here, other display typesare described. Examples for the other display types are as follows:point saving effects 1, which do not show at which points a payout rateis upgraded (see FIG. 20); point saving effects 2, which do not showinformation as to current points obtained by a player(see FIG. 21); andpoint saving effects 3, which accumulate points for each winningcombination (see FIG. 22). Each of these types can be displayed incombination with the trigger rendered effects. Details of each displaytype are described below with reference to the drawings.

Points Saving Effects 1

FIG. 20 is an example of an image displaying the obtained points on thesub display 3. This display type (gauge type) does not show any specificinformation such as current points that a player has obtained, points bywhich a payout rate is upgraded, and the like. In the image shown inFIG. 20, a message “RANK UP BAR” 121 indicates that a gauge 123represents progress of upgrading to the next level, and “NEXT x 2” 122indicates that a payout rate becomes double by an upgrade to the nextlevel through incrementing of points. More specifically, this exampleshows that a certain amount is paid out based on a rate according topoint addition, and a payout rate becomes double as a result ofupgrading for a case where the rearranged symbol combination is “7, 7,7”.

Points Saving Effects 2

FIG. 21 is an example of an image displaying the obtained point on thesub display 3. This display type (a numeral value display type) does notshow any information as to what points a player possesses. An arrow 131divided into three sections represents a current payout rate and aprobability that the current payout rate is upgraded to the next levelof payout rate if a predetermined condition is fulfilled. “7 DORA” 133represents a point awarding symbol. “x 3 Hit” 132 represents that thecurrent payout rate is upgraded to the next level of payout rate if thenumber of appearances of the point awarding symbol reaches three times.That is, the present example represents that the current payout rate is1.5 and the payout rate becomes double if the number of appearances of“7 DORA” reaches three times. In a case where a payout rate is changed,for example, the displayed “x 1.5” 134 changes to “x 2” and thedisplayed “x 2” 135 changes to “x 3”.

Points Saving Effects 3

FIG. 22 is an example of an image displaying the obtained points on thesub display 3. This display includes a gauge that is divided to show thepoints required for each winning combination. When points areaccumulated, a gauge applicable to the next upgrading appears on thedisplay. As shown in FIG. 22, an image 141 indicates that the payout is100 credits in a case where a rearranged symbol combination is “7, 7,7”. This example shows that the current payout rate is 1.5, three pointsare required for upgrading, and the current points obtained by a playerare two. Similarly, an image 142 indicates that the payout is 50 creditsin a case where a rearranged symbol combination is “3 BAR, 3 BAR, 3BAR”. This example shows that the current payout rate is 2, six pointsare required for upgrading, and the current points obtained by a playerare three. Furthermore, an image 143 indicates that the payout is 30credits in a case where a rearranged symbol combination is “BAR, BAR,BAR”. This example shows that the current payout rate is 1, two pointsare required for upgrading, and the current point obtained by a playeris one.

In an aspect of the point saving effects 3, for example, the CPU 50 mayadd points for the combination “7, 7, 7” (the image 141) in a case wherea rearranged symbol combination is “7, 7, BAR”, and may add points forthe combination “3BAR, 3BAR, 3BAR” in a case where a rearranged symbolcombination is “3BAR, 3BAR, 7”. That is, a symbol combination entitledto receiving points may be different depending on each winningcombination.

Variation 2: RANK UP!

A variation that provides a symbol “RANKUP!” is described here. In acase where the symbol “RANK UP!” appears in a rearrangement, points areadded. When the accumulated points exceed a reference value, acombination of symbols applicable to point addition is updated. Thisexample is described with reference to FIGS. 23 to 28.

FIG. 23 shows one example of a symbol column that includes seven piecesof symbols, a plurality of types of symbols, which are shown on each ofthe reels 22L, 22C, and 22R. Symbol columns with a plurality of types ofsymbols in FIG. 23 are similar to those of FIG. 5 except for the “RANKUP!” symbol 100.

FIG. 24 is a flowchart showing a subroutine of win determinationprocessing 2 for a case where “RANK UP!” appears. Win determinationprocessing 2 is called and executed in Step S16 of the game executionprocessing shown in FIG. 8 in a case where the “RANK UP!” symbol 100occurs among the plurality of types of symbols shown on the reels 22L,22C, and 22R.

In the win determination processing 2, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S80). In theprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU 50 determines that a bonus game has beentriggered, the CPU 50 calls the bonus game processing (see FIG. 11)(Step S81), and then terminates the present processing.

On the other hand, in a case where the CPU 50 determines that the bonusgame has not been triggered, the CPU 50 determines whether or not aplayer has won any award (Step S82). In this processing, the CPU 50determines whether the rearranged symbol combination matches a winningcombination. In a case where the rearranged symbol combination matches awinning combination, the CPU 50 calls the payout processing (see FIG. 12or 17) (Step S83) and terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination, theCPU 50 then determines whether the rearranged symbol combinationachieves “RANK UP!” or not (Step S84). In this processing, the CPU 50determines whether the rearranged symbols include a “RANK UP!” symbol ornot. In a case where the CPU 50 determines that the rearranged symbolincludes a “RANK UP!”, the CPU 50 performs payout rate change processingfor the combination of symbols applicable to point addition (see FIG. 25described later) (Step S85). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not achieve “RANK UP!” in Step S84,the CPU 50 then terminates the present processing.

FIG. 25 is a flowchart showing a subroutine of payout rate changeprocessing for a combination of symbols applicable to point addition,which is called and executed in Step S85 of win determination processing2 as shown in FIG. 24.

In payout rate change processing for a combination of symbols applicableto point addition, the CPU 50 first performs point addition processing(Step S90). Next, the CPU 50 determines whether a point value hasexceeded a reference value or not (Step S91). In a case where the CPU 50determines that the point value has not exceeded the reference value,the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that the pointvalue has exceeded the reference value in Step S91, the CPU 50 changes acombination of symbols applicable to point addition (Step S92) (see FIG.27). Next, the CPU 50 determines whether the symbol combination is “7,7, 7” or not (Step S93). In a case where the CPU 50 determines that thesymbol combination is not “7, 7, 7”, the CPU 50 terminates the presentprocessing. On the other hand, in a case where the CPU 50 determinesthat the symbol combination is “7, 7, 7”, the CPU 50 changes the payoutrate (Step S94) (see FIG. 28 described later). Thereafter, the CPU 50terminates the present processing.

RANK UP effects 1

Images of RANK UP effects 1 shown in FIGS. 26A and 26B indicate thatpoints are added in a case where a rearranged combination of symbolsincludes a “RANK UP!” symbol and that a combination of symbolsapplicable to point addition is updated if the point value thus addedexceeds a reference value.

As shown in FIG. 26A, “BAR BAR, BAR BAR, BAR BAR—50”, as indicated by anumeral 156, represents that an amount of payout is 50 credits for arearranged symbol combination made up of “BAR BAR”. Similarly, “BAR BARBAR—100”, as indicated by a numeral 155, represents that an amount ofpayout is 100 credits for a rearranged symbol combination made up of“BAR”. In addition, “7 7 7—300”, as indicated by a numeral 154,represents that an amount of payout is 300 credits for a rearrangedsymbol combination made up of “7, 7, 7”. “x 2” represents that a payoutrate is double. In addition, an arrow 158 indicates that a combinationof symbols applicable to point addition is updated in a case where a“RANK UP!” symbol appears following a rearrangement of symbols in agame, and the point value thus added exceeds a predetermined referencevalue. In the present example identified by a bold line 157 enclosing “x2”, a combination of symbols applicable to point addition is that of2BAR (BARBAR), and the payout rate is double.

In the image shown in FIG. 26B, symbols are rearranged and thecombination “BAR, 7, RANK UP!” is displayed on the left display window23, the center display window 24, and the right display window 25,respectively. Marks 151, 152, and 153 represent that a “RANK UP!” symbolhas appeared and points have been added. The present example representsthat the mark 151 is turned on when the “RANK UP!” symbol appears once.When the “RANK UP!” symbol appears three times, the point value thusadded exceeds a reference value. Then, a combination of symbolsapplicable to point addition is changed from a combination made up of2BAR (BARBAR) to “BAR, BAR, BAR—100”.

RANK UP Effects 2

FIGS. 27A and 27B illustrate updating of a payout rate for a case wherepoints accumulated based on the number of appearances of the “RANK UP!”symbol exceeds a reference value, and one round of updating of symbolcombination applicable to point addition is completed.

In an exemplary image shown in FIG. 27A, “BARBAR, BARBAR, BARBAR—50”156, “x 2”, and the like are similar to those of FIG. 26A. An arrow 160indicates that the payout rate is upgraded to triple for a case when thefollowing conditions are met: a game is executed, the “RANK UP!” symbolappears following a rearrangement of symbols, the point value addedexceeds a predetermined reference value, and a combination of symbolsapplicable to point addition is updated from “7, 7, 7—300 x2” to thenext one. Similarly, the arrow 160 indicates the payout rate is furtherupgraded to quadruple when another round of updating of the combinationof symbols applicable to point addition occurs.

FIG. 27B is an example of an image of the RANK UP effects 2-1 displayedon the main display 4. The image shows a rearrangement of symbols andthe resulting combination “BARBAR, BAR, RANK UP!” displayed in the leftdisplay window 23, the center display window 24, and the right displaywindow 25, respectively. Since the points thus added are three, all themarks 151, 152, and 153 are turned on. The sub display 3 shows that thecombination of symbols applicable to point addition is changed to “BAR,BAR, BAR—100”.

FIGS. 28A and 28B are an example of images of the RANK UP effects 2-2displayed on the main display 4 and the sub display 3 after a transitionof game state shown in FIGS. 27A and 28B.

In the image shown in FIG. 28A, “x 3” with a bold line 161 indicatesthat an award is 100 credits and its payout rate is triple in a casewhere a rearranged symbol combination forms “BAR, BAR, BAR”.

In the image shown in FIG. 28B, symbols are rearranged and thecombination “BAR, BAR, BAR” is displayed in the left display window 23,the center display window 24, and the right display window 25,respectively. Since the combination “BAR, BAR, BAR” is achieved, themessage “WIN! 100×3 300 CREDTIS!!” 162 is displayed, which indicatesthat the payout is 300 credits.

Variation 3: WHEEL

A variation that provides a symbol “WHEEL” is described here. In a casewhere a “WHEEL” symbol is arranged, a payout rate or an award isdetermined by lottery. A WHEEL winning combination is also determinedhere. The WHEEL winning combination refers to a symbol combination towhich an award determined by lottery is provided along with a payoutrate, which is also determined by lottery. This example is describedwith reference to FIGS. 29 to 31.

WHEEL Effects 1

As shown in FIGS. 29A and 29B, a payout rate or an award is selected fora case where a “WHEEL!” symbol is arranged.

FIG. 29A is an example of an image of the WHEEL effects 1-1 displayed onthe sub display 3. The image shown in FIG. 29A shows that a payout rateor an award on four elliptical sections 190 (hereinafter referred to as“layers 190”) is selected based on a result of a lottery. When a “WHEEL”symbol appears, a payout rate or an award on a first layer 191 is to beselected by a lottery. Based on the result of the lottery, a payout ratesuch as “x 2” or an arrow oriented to a second layer is selected. Inthis example, “x 2” is selected, and a circle with a bold line 195 andthe message “BONUS WHEEL! x 2” 196 indicate that the payout rate isdouble. The WHEEL winning combination may be determined by lottery whena “WHEEL!” symbol has appeared or may alternatively be determined inadvance.

For example, the CPU 50 determines any one of a payout rate and an arrowon the first layer by lottery of random numbers. In a case where anarrow is selected based on the result of the lottery, a game shifts tothe second layer. Subsequently, the CPU 50 determines any one of apayout rate, an award, and an arrow on the second layer. In a case wherethe CPU 50 selects “30” indicating an award, the CPU 50 provides anormal award plus 30 credits every time a WHEEL winning combination(7-7-WILD) is formed in a subsequent game. In addition, for example, ina case where the CPU 50 selects “x 2”, the CPU 50 provides double theamount of a normal payout every time a WHEEL winning combination(7-7-WILD) is formed in a subsequent game. In addition, every time a“WHEEL!” symbol appears and the WHEEL effects are performed, the CPU 50changes a status such as “x 2”, “x 3”, and “30”. Furthermore, in a casewhere a game reaches a fourth layer by the WHEEL effects, the CPU 50provides a progressive award. In addition, regarding a way of lottery onthe WHEEL effects, a symbol may be determined for each layer or may bedetermined for all the layers (the first layer to the fourth layer)based on a result of a single lottery.

FIG. 29B is an example of an image of the WHEEL effects 1-1 displayed onthe main display 4. The image indicates a rearrangement of symbols andthe resulting combination “BAR, 7, WHEEL!” displayed in the left displaywindow 23, the central display window, and the right display window,respectively. The message “BONUS WHEEL!” 197 indicates that renderedeffects start as a result of an appearance of “WHEEL!”.

FIGS. 30A and 30B are an example of images of the WHEEL effects 1-2displayed on the main display 4 and the sub display 3 in a case where agame has been executed and advanced from FIG. 29.

The image in FIG. 30A depicts a rearranged combination matching a WHEELwinning combination. A circle with a bold line 181 and the message“BONUS WHEEL! X 3” 182 indicate that a payout rate is triple selected bya lottery on the second layer 192.

The image in FIG. 30B indicates a rearrangement of symbols and theresulting combination “7, 7, WILD” forming a WHEEL winning combinationdisplayed in the left display window 23, the center display window 24,and the right display window 25. The message “WIN! 300×3 900 CREDITS!!”183 indicates that 900 credits are paid out for the rearranged symbolforming a WHEEL winning combination.

WHEEL Effects 2

FIGS. 31A and 31B are an example of images showing the WHEEL effects 2displayed on the main display 4 and the sub display 3 in a case where arearranged combination matches a WHEEL winning combination. The image ofthe WHEEL effects 2 shown in FIG. 31A indicates that an arrow orientingto the second layer and “30” on the second layer are selected by alottery of random numbers.

In the image shown in FIG. 31A, a circle with a bold line 185 and themessage “BONUS WHEEL! 30” 186 indicate that a payout as a fixed award is30 credits based on a lottery on the second layer 192. Suppose thatalthough “x 2” has been selected as a payout rate as described above, aplayer wins an arrow orienting to the second layer and an award “30” bya lottery of random numbers. When the player achieves a WHEEL winningcombination, she earns a total of 330 credits, which includes a normalaward of 300 and an additional award of 30. That is, the payout rate “x2” is cancelled and a predetermined award “30” is paid out instead. Thenthe CPU 50 terminates the WHEEL effects.

The image in FIG. 31B indicates a rearrangement of symbols and theresulting symbol combination “7, 7, WILD”, which matches a WHEEL winningcombination, displayed in the left display window 23, the center displaywindow 24, and the right display window 25, respectively. The message“WIN! 300+30 330 CREDITS!!” indicates that 330 credits are paid out forthe rearranged symbols matching a WHEEL winning combination.

WILD

Here, a case is described in which a “WILD” symbol is arranged. The“WILD” symbol can represent any symbol in an arranged combination. Forexample, in a case where an arranged symbol combination is “BAR, BAR,WILD”, this combination is equivalent to a combination “BAR, BAR, BAR”.The equivalent symbol combination in this case (“BAR, BAR, BAR”), inwhich one “BAR” symbol is represented by a “WILD” symbol, is called a“supplemented combination”. The wild effects are described withreference to FIGS. 32 and 33. In addition, since the payout rate is notdetermined based on added points in the following embodiments,explanations are made using the term “a combination of symbolsapplicable to payout rate change” instead of using “a combination ofsymbols applicable to point addition”.

FIG. 32 is a flowchart showing a subroutine of win determinationprocessing 3 (WILD Effect), which is called and executed in Step S16 ofthe game execution processing shown in FIG. 8.

In the win determination processing 3, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S100). In theprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU 50 determines that a bonus game has beentriggered, the CPU 50 calls the bonus game processing (see FIG. 11)(Step S101). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that a bonusgame has not been triggered in Step S100, the CPU 50 determines whetherthe combination of symbols is a winning combination or not (Step S102).In this processing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination. In a case where thecombination matches a winning combination, the CPU 50 calls the payoutprocessing (see FIG. 12 or 17) (Step S103). Thereafter, the CPU 50terminates the present processing. In the payout processing, the CPU 50also performs payout processing for occurrence of a “supplementedcombination”, as described later.

In a case where the CPU 50 determines that the rearranged symbolcombination does not match a winning combination in Step S102, the CPU50 determines whether the rearranged symbol combination matches “a REACHcombination and WILD” or not (Step S104). Here, “REACH combination”refers to a winning combination including symbols displayed on the firstreel 22L and the second reel 22C as well as WILD. For example, a REACHcombination in S110 of FIG. 33 is “BAR, BAR”. In addition, a“supplemented combination”, as described later, refers to a symbolcombination in which symbols included in a REACH combination aredisplayed on the first reel 22L, the second reel 22C, and the third reel22R. For example, in a case where a “REACH combination” is “BAR, BAR”,the “supplemented combination” is “BAR, BAR, BAR”.

Next, in Step S105, the CPU 50 determines whether a REACH combinationstored in the RAM 52 previously is the same as the current rearrangedREACH combination or not. In a case where the CPU 50 determines thatthose combinations are different from each other, the CPU 50 advancesthe processing to Step S106. That is, in a case where a “REACHcombination and WILD” is achieved after the rearrangement, the CPU 50consistently stores the REACH combination as a symbol combinationapplicable to payout rate change. Then, the REACH combination is storedin the RAM 52 and retained in subsequent games. Here, the symbolcombination applicable to payout rate change refers to a symbolcombination for which a payout rate is changed as shown in FIG. 33.

In a case where the CPU 50 determines that those combinations aredifferent from each other, the CPU 50 sets a symbol combinationapplicable to payout rate change to a supplemented combinationcorresponding to the current REACH combination in Step S106. Thereafter,the CPU 50 advances the processing to Step S108.

On the other hand, in a case where the CPU 50 determines that thosecombinations are identical with each other, the CPU 50 changes a payoutrate to be used when a supplemented combination is achieved. In otherwords, the CPU 50 changes a payout rate for credits which are paid outwhen a player wins a supplemented combination (Step S107).

Next, after the processing of Step S106 or Step S107, the CPU 50provides credits to be paid out when the supplemented combination isachieved in Step S108. Thereafter, the CPU 50 terminates the presentprocessing.

HALF WILD Effects

FIG. 33 shows a transition of images depicting HALF WILD effectsdisplayed on the main display 4. Here, a HALF WILD symbol differs from aWILD symbol in that an amount of payout for a HALF WILD combination ishalf the amount of payout for a WILD combination. However, a symbol onthe third reel 22R serves as a wild card in the HALF WILD combination,which is the same as that in the WILD combination. Therefore, although adescription is made regarding HALF WILD in the following embodiments,the description is also applicable to a description regarding WILD.

If a REACH combination and a “HALF WILD” symbol are arranged and thesame REACH combination and a “HALF WILD” symbol are rearranged whileperforming the HALF WILD effects, the payout rate is increased. On theother hand, in a case where a different REACH combination and a “HALFWILD” symbol are rearranged, a symbol combination applicable to payoutrate change is updated. In FIG. 33, it is assumed that the payout is 100credits for the rearranged symbol combination of “BAR, BAR, BAR”, andthe payout is 200 credits for the rearranged symbol combination of “7,7, 7”.

FIG. 33 (S110) shows that a symbol applicable to payout rate change is“BAR” and a payout rate of double is set for an occurrence of thecombination “BAR, BAR, HALF WILD”. In addition, FIG. 33 shows that sincethe combination thus achieved includes a “HALF WILD” symbol, 50 credits,which is half of 100, is obtained.

FIG. 33 (S111) shows that 200 credits, which is double of 100 credits,has been obtained for an occurrence of the combination “BAR, BAR, BAR”.

FIG. 33 (S112) shows that as a result of a recurrence of the combination“BAR, BAR, HALF WILD” following Step S110, which is the same REACHcombination, a payout rate to be used when a winning combination isachieved is changed from double to triple.

FIG. 33 (S113) shows that 300 credits, which is triple of 100 credits,is obtained for the combination “BAR, BAR, BAR” occurred following StepS112.

FIG. 33 (S114) shows that as a result of an occurrence of thecombination “7, 7, HALF WILD” following Step S110, whose REACHcombination is “7, 7”, a symbol combination applicable to payout ratechange is updated from “BAR, BAR, BAR” to “7, 7, 7”, and the payout rateis double. FIG. 33 (S114) also shows that since the combination thusachieved includes a “HALF WILD” symbol, 100 credits, which is half of200, is obtained. In this case, a payout rate of the previous REACHcombination “BAR, BAR, BAR” is reset, and its payout rate “x 2” is notmaintained for the subsequent occurrence of “BAR, BAR” REACHcombination.

FIG. 33 (S115) shows that 400 credits, which is double of 200 credits,is obtained for an occurrence of the combination “7, 7, 7” followingStep S114.

Second Embodiment

In the following, a slot machine 1A with a sub reel according to asecond embodiment is described with reference to FIGS. 34 to 46. Inaddition, in the present embodiment, a predetermined symbol combinationfor triggering a cumulative addition of points is referred to as a pointawarding symbol, and a specific symbol combination entitled to anaddition of points or an update of payout rate is referred to as acombination of symbols applicable to point addition or a combination ofsymbols applicable to payout rate change. Firstly, a description isgiven of the outline configuration of the slot machine 1A according tothe present embodiment, focusing on the differences from the slotmachine 1 of the first embodiment with reference to FIGS. 34 and 35.

FIG. 34 is a perspective view of the slot machine 1A. The slot machine1A has a configuration in which a first sub reel 26 and a second subreel 27 are added to the slot machine 1 of the first embodiment. Thefirst sub reel 26 is provided in a main display 4. Symbols on the firstsub reel 26 are rotated and rearranged upon a rearrangement of threereels 23, 24, and 25. The second sub reel 27 is provided in a subdisplay 3. Symbols on the second sub reel 27 are rotated and rearrangedupon a rearrangement of the first sub reel 26.

As shown in FIG. 35, as a result of introduction of the first sub reel26 and the second sub reel 27, the following components are added: amotor driving circuit 82, a stepping motor 82R, and a reel positiondetecting circuit 85 for the first sub reel 26; and a motor drivingcircuit 83, a stepping motor 83R, and a reel position detecting circuit84 for the second sub reel 27.

Example of First Sub Reel

Examples using the first sub reel 26 are described with reference toFIGS. 36 to 39.

Symbol Arrangement of First Sub Reel

FIG. 36 is a diagram showing symbols displayed on the first sub reel 26and code numbers corresponding to the symbols. FIG. 36 shows one exampleof a symbol column in which six pieces, a plurality of types of symbols,are arranged on the first sub reel 26. This arrangement is convertedinto a table as data, and stored in a ROM 51 (see, FIG. 35). Codenumbers of “00” to “05” are given to respective symbols, as shown inFIG. 36, and stored in the ROM 51 as a data table (see FIG. 35). In thisway, it is possible to specify a symbol uniquely by identification ofthe first sub reel 26 and a code number.

As shown in FIG. 36, four types of symbols are arranged on theperipheral surface of the first sub reel 26, a “x 1” symbol 210, “x 2”symbol 211, “x 10” symbol 212, and “x 3” symbol 213. The first sub reel26 is driven to rotate in such a manner that the symbol column moves inan arrow direction of FIG. 36.

FIG. 37 is a flowchart showing a subroutine of win determinationprocessing 4, which is called and executed in Step S16 of the gameexecution processing shown in FIG. 8.

In the win determination processing 4, CPU 50 first determines whether abonus game has been triggered or not (Step S120). In the processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination for triggering a bonus game. In a case where the CPU50 determines that a bonus game has been triggered, the CPU 50 calls thebonus game processing (see FIG. 11) (Step S121). Thereafter, the CPU 50terminates the present processing.

On the other hand, in a case where the CPU 50 determines that a bonusgame has not been triggered in Step S120, the CPU 50 determines whetheror not a player has won any award (Step S122). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the rearranged symbol combinationmatches a winning combination, the CPU 50 calls the payout processing(see FIG. 12 or 17) (Step S123). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in Step S122, in a case where the CPU 50 determinesthat the rearranged symbol combination does not match a winningcombination, the CPU 50 then determines whether the rearranged symbolcombination includes “RANK UP” or not (Step S124). In a case where theCPU 50 determines that “RANK UP!” is included, the CPU 50 performs firstsub reel rotation processing (Step S125). Next, the CPU 50 performspayout rate determination processing in preparation for an occurrence ofa supplemented combination (Step S126). The “supplemented combination”here may be the same as that described in WILD of the firstembodiment 1. Alternatively, the CPU 50 may determine in advance apredetermined combination as a supplemented combination. Thereafter, theCPU 50 terminates the present processing.

In a case where the first sub reel 26 is rotated again after therearrangement, the payout rate determined previously based on the payoutrate determination processing (S126) is reset. A new payout rate isdetermined based on the result of a rearrangement of the first sub reel26, which is newly driven to rotate.

FIG. 38 is an example of an image of first sub reel effects 1 displayedon the main display 4. The image shown in FIG. 38 indicates arearrangement of symbols and the resulting combination “7, BAR, RANKUP!”displayed in the left display window 23, the center display window 24,and right display window 25, respectively. An arrow 241 of the first subreel 26 indicates that the first sub reel 26 is rotating, following anoccurrence of a “RANK UP!” symbol.

FIG. 39 is an example of an image of the first sub reel effects 1displayed on the main display 4 in a case where a game has been executedand advanced from FIG. 38. The image shown in FIG. 39 indicates therotation of the first sub reel 26, a rearrangement of symbols, and theresulting appearance of a “x 1” symbol, a “x 2” symbol, and a “x 10”symbol. A frame 242 on the first sub reel 26 and a “x 2” symbol 243indicate that the determined payout rate is “x 2”.

Examples of First and Second Sub Reels

Examples using the first and second sub reels are described withreference to FIGS. 40 to 46.

Symbol Arrangement of the First and Second Sub Reels

FIG. 40 shows symbols and code numbers displayed on the first sub reel26 and the second sub reel 27. FIG. 40 shows one example of a symbolcolumn in which seven pieces, a plurality of types of symbols, arearranged on the first sub reel 26. This arrangement is converted into atable as data, and stored in the ROM 51 (see, FIG. 35). Morespecifically, code numbers of “00” to “06” are given to respectivesymbols, as shown in FIG. 40, and stored in the ROM 51 as a data table(see FIG. 35). In this way, it is possible to specify a symbol uniquelyby identification of the first sub reel 26 and the code numbers.

On a peripheral surface of the first sub reel 26, seven types of symbolsincluding a blank symbol are formed, as shown in FIG. 40. Morespecifically, symbols formed on the peripheral surface of the first subreel 26 are a WILD symbol 200, a RED 7 symbol 201, a 7 DORA symbol 202,a 3 BAR symbol 203, a 2 BAR symbol 204, a BAR symbol 205, and a blanksymbol 206. These seven types of symbols are arranged in the order shownin FIG. 40. The first sub reel 26 is driven to rotate in such a mannerthat the symbol column moves in the arrow direction of FIG. 40.

FIG. 40 shows one example of a symbol column in which six pieces, aplurality of types of symbols, are arranged on the second sub reel 27,respectively. This arrangement is converted into a table as data, andstored in the ROM 51 (see, FIG. 35). Code numbers of “00” to “05” aregiven to respective symbols, as shown in FIG. 40, and stored in the ROM51 as a data table (see, FIG. 35). In this way, it is possible tospecify a symbol uniquely by identification of the second sub reel 27and the code numbers.

On a peripheral surface of the second sub reel 27, four types of symbolsare formed, as shown in FIG. 40. More specifically, symbols arranged onthe peripheral surface of the second sub reel 27 are a “x 1” symbol 230,“x 2” symbol 231, “x 10” symbol 232, and “x 3” symbol 233. These fourtypes of symbols are arranged in the order shown in FIG. 40. The secondsub reel 27 is driven to rotate in such a manner that the symbol columnmoves in the arrow direction of FIG. 40.

FIG. 41 is a flowchart showing a subroutine of win determinationprocessing 5, which is called and executed in Step S16 of the gameexecution processing shown in FIG. 8.

In the win determination processing 5, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S130). In theprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU 50 determines that a bonus game has beentriggered, the CPU 50 calls the bonus game processing (see FIG. 11)(Step S131). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that the bonusgame has not been triggered in Step S130, the CPU 50 determines whetheror not a player has won any award (Step S132). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the rearranged symbol combinationmatches a winning combination, the CPU 50 calls the payout processing(see FIG. 12 or 17) (Step S133). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in Step S132, in a case where the CPU 50 determinesthat the rearranged symbol combination does not match a winningcombination, the CPU 50 then determines whether the rearranged symbolcombination achieves “RANK UP” or not (Step S134). In a case where theCPU 50 determines that a “RANK UP!” symbol is achieved, the CPU 50performs the first sub reel rotation processing (Step S135). Then, theCPU 50 determines a supplemented combination (Step S136). Next, the CPU50 performs second sub reel rotation processing (Step S137). Then, theCPU 50 performs processing for determining a payout rate to be used whenthe supplemented combination is achieved. Thereafter, the CPU 50terminates the present processing.

On the other hand, in Step S134, in a case where the CPU 50 determinesthat a “RANK UP!” symbol has not been achieved, the CPU 50 terminatesthe present processing.

FIG. 42 is an example of an image of first and second sub reels effects1-1 displayed on the main display 4. The image of first and second subreels effects 1-1 indicates a rearrangement of symbols and the resultingcombination “7, BAR, RANK UP!” displayed in the left display window 23,the center display window 24, and the right display window 25,respectively. An arrow 245 of the first sub reel 26 indicates that thefirst sub reel 26 is rotating as a result of an appearance of a “RANKUP!” symbol.

FIG. 43 is an example of an image of first and second sub reels effects1-2 displayed on the main display 4 in a case where a game has beenexecuted and advanced from FIG. 42. The image of the first and secondsub reels effects 1-2 shown in FIG. 43 indicates the rotation of thefirst sub reel 26, a rearrangement of symbols, and the resultingappearance of a “7” symbol, a “7” symbol, and a “BAR” symbol. Then, aframe 246 on the first sub reel 26 and a message “RANK UP7!” 247indicate that a “7” symbol is selected. Consequently, a supplementedcombination is determined to be “7, 7, 7”.

FIG. 44 is an example of an image of first and second sub reels effects1-3 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 43. The image of the first and secondsub reels effects 1-3 shown in FIG. 44 depicts an arrow 248 of thesecond sub reel indicating that the second sub reel 27 is rotating.

FIG. 45 is an example of an image of first and second sub reels effects1-4 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 44. The image of the first and secondsub reels effects 1-4 shown in FIG. 45 indicates a rearrangement of asymbol on the second sub reel 27 and the determination of the resultingsymbol “x 2”. A message “x 2 GET!” 249 indicates that a payout rate ofdouble is used when the supplemented combination “7, 7, 7” is achieved.

FIGS. 46A and 46B are an example of images of first and second sub reelseffects 2 displayed on the main display 4 and the sub display 3. Theimage shown in FIG. 46B indicates that a “RANK UP!” symbol appears whileperforming the first and second sub reels effects 2. In order to explainoperations, a main display of FIG. 46B is described first.

The image shown in FIG. 46B indicates a rearrangement of symbols and theresulting combination “7, BAR, RANKUP!” displayed in the left displaywindow 23, the center display window 24, and right display window 25,respectively. FIG. 46B also indicates that symbols are rearranged and a“BAR” symbol is achieved. Consequently, a message “RANK UP BAR!”indicates that a supplemented combination is determined to be “BAR, BAR,BAR”. After the supplemented combination is determined on the first subreel 26, the second sub reel 27 starts rotation.

The image shown in FIG. 46A indicates a rearrangement of a symbol on thesecond sub reel 27 and the resulting symbol “x 10”. A message “x 10GET!” 251 indicates that when the supplemented combination “BAR, BAR,BAR” is achieved, a player wins a payout rate of tenfold. Although theabovementioned first and second sub reels 26 and 27 are described asmechanical reels, those may alternatively be virtual reels displayed onthe main display 4.

Third Embodiment

A video slot 1B according to a third embodiment is described withreference to FIGS. 47 to 51. In the present embodiment, when the pointvalues cumulatively added reach a predetermined value after anoccurrence of predetermined symbol combination, an award for a specificsymbol combination is increased to be more than a normal award, and theincreased award is paid out when the specific symbol combination isarranged in a free game. A description is provided below regarding thepresent embodiment with reference to the drawings. Firstly, adescription is given of the outline configuration of the slot machine 1Baccording to the present embodiment, focusing on the differences fromthe slot machine 1 of the first embodiment with reference to FIGS. 34and 35.

FIG. 47 is a perspective view of the video slot 1B. The video slot 1B isdifferent from the slot machine 1 of the first embodiment in that thevideo slot 1B does not have display windows 23, 24, and 25 since thevideo slot 1B does not have reels 22L, 22C, and 22R. Symbols arearranged in symbol display frames provided on a display. In the case ofthe present embodiment, five symbol display frames 301, 302, 303, 304,and 305 are provided on the display (see FIG. 49).

FIG. 48 is a block diagram schematically showing a control system of thevideo slot 1B. The video slot 1B without a reel does not have a motordrive circuit, a stepping motor, or a reel position detecting circuit,which are differences from the slot machine 1 of the first embodiment.

FIGS. 49A and 49B are examples of images showing award increasingeffects 1 displayed on the main display 4 and the sub display 3. Theimages indicate selection of a specific symbol combination and anincrease of award as a result of lottery, which is performed whenaccumulated points have reached a predetermined threshold afteroccurrences of a predetermined symbol.

The image shown in FIG. 49A depicts “x 2” displayed in an award displayframe 314 and a combination of symbols “7” on the sub display 3, whichindicate that the combination of symbols “7” 311 is selected from acombination of symbols “7” 311, a combination of symbols “BAR” 312, anda combination of symbols “BAR-BAR” 313 and the award for the combinationof symbols “7” is increased double the normal award. This is determinedby a lottery which is performed for the accumulated points reached thepredetermined threshold as a result of an occurrence of thepredetermined symbol “RANKUP!” on the main display 4.

The image shown in FIG. 49B indicates a rearrangement of symbols in thesymbol display frames 301, 302, 303, 304, and 305 and the resultingcombination of symbols “7, BAR, BAR-BAR, BAR-BAR-BAR, RANK UP!”. Marks151, 152, and 153 indicate that accumulated points have reached thepredetermined threshold as a result of counting a point for anoccurrence of the predetermined symbol “RANKUP!”. The image shown inFIG. 49A is displayed on the sub display 3 as a result of the lottery. Amessage “PAYOUT UP 7!” 306 is displayed on the main display 4, whichindicates a chance of an increased payout rate more than a normal gamewhen a specific combination of symbols “7, 7, 7, 7, 7” is achieved in afree game.

FIG. 50 is an example of an image showing free game start effectsdisplayed on the main display 4. Similar to the bonus game shown in theflowchart of FIG. 11, a free game is started when a predeterminedcondition is satisfied, and a predetermined number of free games isperformed. The image shown in FIG. 50 shows a rearrangement of symbolsand the resulting combination “S, 7, S, BAR, S”. The image also shows anappearance of scatter symbols “S” in the three windows, followed bydetermining the number of free games to be performed, and a message “10FREE GAMES START” 321, which indicates that the number of free gamesdetermined is ten.

FIG. 51 is an example of an image showing the free game effectsdisplayed on the main display 4 when a game is performed and the gamingstatus has been advanced from FIG. 50. The image shown in FIG. 51indicates a rearrangement of symbols and the resulting combination “7,7, 7, 7, 7” displayed in the symbol display windows 301, 302, 303, 304,and 305, respectively. In addition, the image shows a message “3 FREEGAMES REMAINING” 322, which indicates the 3 free games to go, and amessage “WIN! 300×2 600 CREDITS!!” 323 indicating that 600 credits arepaid out, which is twice the normal payout of 300 credits, for anoccurred specific combination of symbols “7, 7, 7, 7, 7”.

Another Variation: Progressive Payout

FIG. 52 is a flowchart showing a subroutine of progressive payoutprocessing. FIG. 52 shows an example of payout processing which iscalled and executed in the progressive payout processing.

In the progressive payout processing, the CPU 50 first determineswhether a payout is requested or not (Step S140). When a payout is notrequested, the CPU 50 returns the processing to Step S140.

On the other hand, in Step S140, when a payout is requested, the CPU 50then determines whether or not an amount of progressive addition isequal to or greater than zero (Step S141).

In Step S141, in a case where the CPU 50 determines that the amount ofprogressive addition is equal to or greater than zero, the CPU 50performs a payout preferentially from the amount of progressive addition(Step S142). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in Step S141, when the amount of progressive additionis not equal to or greater than zero, the CPU 50 performs a normalpayout (Step S143). Thereafter, the CPU 50 terminates the presentprocessing.

Another Variation: Trigger Rendered Effects 4

FIGS. 53A and 53B are an example of images showing trigger renderedeffects 4 displayed on the main display 4 and the sub display 3. Theimages show an addition of points for a case where a combination fallsinto a predetermined lose symbol combination. This variation prevents aplayer from losing interest in the game. The predetermined lose symbolcombination may be determined in advance or may alternatively bedetermined at predetermined timing by lottery.

The image shown in FIG. 53A shows an addition of points for anoccurrence of a predetermined lose symbol combination on the maindisplay 4. The image also shows: when accumulated points reach apredetermined threshold, 2 points for “x 1.5”, 5 points for “x 2”, 10points for “x 3”, and not less than 22 points for “x 6”, for example, alottery is performed. In addition, if a specific symbol combination (forexample, “7, 7, 7”) displayed in the display frame 104 is arranged onthe main display 4, an increased award more than a normal award (1.5times for “x 1.5”, for example) is paid out.

The image shown in FIG. 53B shows a rearrangement of symbols and theresulting predetermined lose symbol combination “BAR BAR, BAR, 7”, whichdoes not fall into any predetermined winning combination, displayed inthe left, center and right display windows 23, 24 and 25. Since therearranged symbol combination matches the predetermined lose symbolcombination, the points are cumulatively added on the sub display inFIG. 53A.

Fourth Embodiment

In the following, a slot machine 1 with an insurance mode according to afourth embodiment is described with reference to FIGS. 54 to 61. In thepresent embodiment, when a predetermined amount of credits has beeninserted into the slot machine 1, a game mode is switched from anon-insurance mode to an insurance mode according to operation by aplayer. The number of games is counted in the insurance mode, and whenthe number of games thus counted reaches a predetermined number, apredetermined amount of credits are paid out. Therefore, even though theplayer does not win, the player can obtain a profit if the number ofgames played has reached a specific number. In a case of moving on to abonus game during an insurance mode or in a case where the amount ofcredits paid out is equal to or greater than a predetermined amount, thecounted number of games is reset. Such an arrangement prevents a playernot only from having an impression of unfairness while earning profits,but also from feeling uneasy and distrustful to lose interest in thegame while consuming a large amount of credits such as coins.

FIG. 54 is a flowchart showing a game execution processing routineduring an insurance mode instead of the game execution processingroutine in FIG. 8. In this flowchart, the number of games counted by thegame counter is represented by G.

In the game execution processing, the CPU 50 first determines whether ornot a player has bet any coins (Step S310). In this processing, the CPU50 determines whether or not the CPU 50 has received an input signalfrom the 1-BET switch 59 at operation of the 1-BET button 11 by theplayer, or an input signal outputted from the 5-BET switch 61 atoperation of the 5-BET button 14 by the player. In a case where the CPU50 determines that the player has not bet any coins, the CPU 50 returnsthe processing to Step S310.

On the other hand, in a case where the CPU 50 determines in Step S310that a coin has been bet, the CPU 50 performs a subtraction for thecredit amount stored in the RAM 52, depending on the amount of coins bet(Step S311).

Next, the CPU 50 determines whether the SPIN button 17 is activated(Step S312). In this processing, the CPU 50 determines whether or notthe CPU 50 has received an input signal from the spin switch 58 thatreacts to the pressed SPIN button 17. In a case where the CPU 50determines that the SPIN button 17 is not activated, the CPU 50 returnsthe flow to Step S312. It should be noted that when an indication forterminating a game is inputted instead of the activation of the SPINbutton 17, for example, the CPU 50 cancels the result of subtractionobtained in Step S311.

Next, the CPU 50 determines whether or not the player has bet the MAXBET credits (Step S313). In this processing, the CPU 50 determineswhether or not the amount thus bet matches the maximum bet amount. In acase where the CPU 50 has determined that the MAX BET credits have beenbet, the CPU 50 counts the number of games (G) (Step S314). Here, thenumber of games (G) is reset (G=0) for a case where the game moves on toa cashback mode, a bonus game, or where an amount of credits paid out isnot less than a predetermined amount.

After the execution of the processing in Step S314, or when the CPU 50determines in Step S313 that the MAX BET credits have not been bet, theCPU 50 performs lottery processing (Step S315). In the lotteryprocessing, the CPU 50 executes a lottery program stored in the PAM 52so as to determine a code number for assigning a resting position toeach of the reels 22L, 22C, and 22R. Thus, a symbol combination to berearranged is determined (see FIG. 9).

Next, the CPU 50 performs reel rotation control processing for each ofreels 22L, 22C, and 22R (Step S316). In this processing, after all thereels 22L, 22C, and 22R start to rotate, the CPU 50 stops the rotationof each of the reels 22L, 22C, and 22R such that a symbol combinationrearranged along a pay line matches the winning combination determinedin Step S315. Next, the CPU 50 performs win determination processing(Step S317). In the win determination processing, the CPU 50 determineswhether a winning combination has occurred and performs payoutprocessing (see FIG. 56 or 57). Next, the CPU 50 performs countprocessing (Step S318). A detailed description is provided laterregarding this processing with reference to FIG. 55. Thereafter, the CPU50 terminates the processing.

FIG. 55 is a flowchart showing a subroutine of count processing which iscalled and executed in Step S318 of the game execution processingroutine shown in FIG. 54. In this flowchart, the number counted by thegame counter is represented by G, and a specific number switching a gameto a cashback mode is represented by X.

First, the CPU 50 determines whether or not G is equal to or greaterthan (X−10) (Step S330). That is, the CPU 50 determines whether thenumber of games to go is ten games or less before a value (G) of thegame count reaches a specified number (X), which switches the game to acashback mode. In a case where there are ten or less games remaining,the CPU 50 performs processing for displaying insurance notificationeffects (Step S331). In the processing for displaying insurancenotification effects, the CPU 50 performs a display of rendered effects,such as displaying the number of games to go until switching to acashback mode in an enlarged form (see FIGS. 59 and 60).

Next, the CPU 50 determines whether or not G is equal to X (Step S332).When the CPU 50 determines that G is equal to X, it switches the gamemode to the cashback mode, and performs processing for displayinginsurance effects (Step S333). In this processing, images shown in FIG.61 described later are displayed.

Next, the CPU 50 performs payout processing (Step S334). In thisprocessing, the CPU 50 performs the payout processing according to thecashback mode (360 credits for rescue payout in the present embodiment).Next, the CPU 50 sets an insurance mode flag to an OFF state (StepS335). Then, the CPU 50 terminates the present subroutine.

FIG. 56 is a flowchart showing a subroutine of win determinationprocessing 6, which is an example of a subroutine of win determinationprocessing which is called and executed in Step S317 of the gameexecution processing routine shown in FIG. 54.

The CPU 50 first determines whether a bonus game has been triggered ornot (Step S321). When the bonus game has been triggered, the CPU 50reads a program from RAM 52 for providing a bonus game, and executes thebonus game processing (Step S322).

After the processing in Step S322, the game counter is reset to zero(Step S323). It should be noted that it may be possible to switch aninsurance mode to a non-insurance mode (an insurance mode flag is set toan OFF state) instead of resetting the game counter to zero as describedabove. Since the game returns to a non-insurance mode following thestart of a bonus game, it is possible to realize fairness among players.

On the other hand, when the bonus game has not been triggered in StepS321, the CPU 50 determines whether or not a winning combination isachieved (Step S324). When the winning combination is achieved, the CPU50 performs payout processing (payout of coins according to the betamount and the winning combination) (Step S325). In a case of reservingcoins, the CPU 50 performs an addition of coins for the credits storedin the RAM 52. On the other hand, in a case of paying out coins, the CPU50 transmits a control signal to the hopper 71 so as to discharge apredetermined number of coins. In this case, the coin detection unit 73counts the number of coins discharged from the hopper 71. When thecounted value reaches a specified number, the coin detection unit 73transmits a payout completion signal to the CPU 50. Thus, the CPU 50stops driving the hopper 71 so as to terminate the coin payoutprocessing.

When the CPU 50 has executed the processing in Step S323 or Step S325,or when the CPU 50 determines that any winning combination has not beenachieved (a lost game), the CPU 50 ends the present subroutine.

FIG. 57 is a flowchart showing a subroutine of win determinationprocessing 7, which is the other example of win determination processingwhich is called and executed in Step S317 of the game executionprocessing routine shown in FIG. 54. In the win determination processing6, the game counter is reset to zero (or the insurance mode flag is setto the OFF state) immediately after the bonus game processing. On theother hand in the win determination processing 7, if the payout amountis not less than a predetermined amount, the game count is reset to zero(or the insurance mode flag is set to the OFF state). The predeterminedamount is represented by P in this flowchart.

The CPU 50 first determines whether a bonus game has been triggered ornot (Step S350). When the bonus game has been triggered, the CPU 50reads a program for the bonus game from the RAM 52, and executes thebonus game processing (Step S351).

On the other hand, when the bonus game has not been triggered in StepS350, the CPU 50 determines whether or not a winning combination hasbeen achieved (Step S353). When the winning combination has beenachieved, the CPU 50 performs the payout processing (payout of coinsaccording to the bet amount and the winning combination) (Step S354). Ina case of reserving coins, the CPU 50 performs an addition of the coinsfor the credits stored in the RAM 52. On the other hand, in a case ofpaying out coins, the CPU 50 transmits a control signal to the hopper 71so as to discharge a predetermined number of coins. In this case, thecoin detection unit 73 counts the number of coins discharged from thehopper 71. When the counted value reaches a specified number, the coindetection unit 73 transmits a payout completion signal to the CPU 50.Thus, the CPU 50 stops driving the hopper 71 so as to terminate the coinpayout processing.

When the CPU 50 has executed the processing in Step S351 or Step S354,or when any winning combination has not been achieved (a lost game), theCPU 50 determines whether or not the credit amount paid out is equal toor greater than P (Step S352). In this processing, P represents apredetermined payout amount (180 credits in the present embodiment).When the credit amount paid out is equal to or greater than P, the CPU50 resets the game counter to zero. It should be noted that it may bepossible to switch from an insurance mode to a non-insurance mode(cancellation of insurance mode) instead of resetting the game counterto zero as described above. Since the game returns to a non-insurancemode following the start of a bonus game, it is possible to realizefairness among players.

On the other hand, when the credit amount paid out is not equal to orgreater than P in Step S352, or when the CPU 50 has executed theprocessing in Step S355, the CPU 50 ends this subroutine.

FIGS. 58A and 58B are an example of images during the insurance modedisplayed on the sub display 3 and the main display 4. FIG. 58A is anexample of images during the insurance mode (a sub display image 502 anda main display image 403) displayed on the sub display 3 and the maindisplay 4. The sub display image 502 displays an image “RESCUE ON” 530for a game in an insurance mode. An image 435, which shows “RESCUE ONMORE INFO” indicating that the game mode is in an insurance mode, isdisplayed in the lower-right portion of the main display image 403.Furthermore, an image 436 is displayed, which shows “If you do not winany award in 1000 games with the MAX BET, you will receive a rescuepayout of 360 credits”, indicating the conditions that allow the gamemode to be switched from an insurance mode to a cashback mode. Here, theterm “MAX BET” represents the maximum bet amount that the player can beton one game.

FIG. 58B is an example of an image (a main display image 404) displayedon the main display 4 when a player performs a unit game during theinsurance mode. The main display image 404 displays an image 437, whichshows “If you do not win any award in 999 games with the MAX BET, youwill receive a rescue payout of 360 credits”, which indicatesinformation related to the number of remaining games for switching tothe cashback mode (rescue payout).

In the present embodiment, the description has been give of thenotification data, the sub display image 502 and the main display image403 on the sub display 3 and the main display 4, respectively. It mayalternatively be possible to use the speaker 80 so as to produce soundnotifying the player of switching to an insurance mode.

FIGS. 59A and 59B are an example of images during the insurance modedisplayed on the sub display 3 and the main display 4. FIG. 59A is anexample of images during the insurance mode (a sub display image 506 anda main display image 406) displayed on the sub display 3 and the maindisplay 4. An image 540, showing an explanatory text “The number of MAXBET games remaining before providing rescue payment”, and a notice “10GAMES”, is placed in the central portion of the sub display image 506.Furthermore, an image 538, showing a notice “RESCUE ON RESCUE PAY 360CREDITS”, which indicates that the game mode is in a RESCUE ON mode, isplaced in the sub display image 506. An image 442, showing a notice “10GAMES”, which indicates that 10 games remain before the rescue payout isprovided, is placed in the main display image 406.

FIG. 59B is a diagram illustrating an image with the number of remaininggames nine as a result of one game advanced from FIG. 59A. The image isan example (a sub display image 507 and a main display image 407)displayed on the sub display 3 and the main display 4. Each of the subdisplay image 507 and the main display image 407 displays the number ofremaining games, i.e., 9. Furthermore, light 445 is displayed in thelower portion of the main display image 407. The light 445 serves as ahint that visual effects up to the rescue payout are about to start.Such visual effects allow the player to recognize that the rescue payoutcomes soon.

Images shown in FIG. 60 are examples (a sub display image 515 and a maindisplay image 415) displayed on the sub display 3 and the main display4. FIG. 60 shows an image depicting that the number of remaining gamesis one based on the counted number of games executed. Each of the subdisplay image 515 and the main display image 415 displays the number ofremaining games, i.e., 1. An angel 449 is displayed in a lower portionof the main display image 415, spreading her wings widely, which isvisual effects notifying the player of the rescue payout to come soon.Such visual effects allow the player to feel the rescue payoutapproaching.

FIGS. 61A and 61B are an example of images displayed on the sub display3 and the main display 4 during switching to the cashback mode. FIG. 61Adepicts a sub display image 516 and a main display image 416 displayedfor the cashback mode, which has started with the number of remaininggames zero, one game advanced from FIG. 60. The sub display image 516depicts an enlarged rescue payout of 360 credits. Furthermore, the maindisplay image 416 displays an image 452 showing that a rescue payout isperformed in the cashback mode and an angel image 453 inviting theplayer to receive the rescue payout.

FIG. 61B is an example of an image (a main display image 417) displayedon the main display 4 when the cashback mode is terminated. The maindisplay image 417 displays the credit amount “1146” (786+360) as aresult of a rescue payout of 360 credits, and an image 455 showing“RESCUE OFF”, which indicates completion of the cashback mode.

Fifth Embodiment

In the following, a slot machine 1 with an insurance mode according to afifth embodiment is described with reference to FIGS. 62 to 67. In thepresent embodiment, the slot machine 1 executes a game as follows: Theslot machine 1 cumulatively adds a point when “POINT UP!” as apredetermined symbol is arranged, and determines a specific symbolcombination by a lottery (for example, “7, 7, 7”) when a summation ofpoints reaches a predetermined value (a point FULL). Subsequently, theslot machine 1 increases an award for the specific symbol combinationmore than a normal award, and when the specific symbol combination isarranged, the slot machine 1 pays out the increased award. As a result,the slot machine 1 provides a novel game which can vary awards accordingto proceedings of the game.

FIG. 62 is a flowchart showing a subroutine of win determinationprocessing 8 which is called and executed in Step S317 of the gameexecution processing shown in FIG. 54.

In the win determination processing 8, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S430). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.When a bonus game has been triggered, the CPU 50 calls the bonus gameprocessing (see FIG. 11) (Step S431). Thereafter, the CPU 50 advancesthe processing to Step S436.

On the other hand, when the bonus game has not been triggered in StepS430, the CPU 50 determines whether or not a player has won any award(Step S432). In this processing, the CPU 50 determines whether therearranged symbol combination matches a winning combination. In a casewhere the rearranged symbol combination matches a winning combination,the CPU 50 performs payout processing (Step S433). Thereafter, the CPU50 advances the processing to Step S436.

On the other hand, when the rearranged symbol combination does not matcha winning combination in Step S432, the CPU 50 then determines whetherthe rearranged symbol combination matches a predetermined symbolcombination or not (Step S434). For example, a predetermined symbolcombination may be a symbol combination such as “7, 7, BAR BAR”, whichis a lose combination satisfying a REACH condition. The CPU 50 maydetermine the predetermined symbol combination beforehand. When therearranged symbol matches a predetermined symbol combination, the CPU 50performs point addition processing (see FIG. 63) (Step S435).Thereafter, the CPU 50 terminates the present processing.

On the other hand, when the rearranged symbol combination does not matcha predetermined symbol combination in Step S434, the CPU 50 terminatesthe present processing.

In Step S436, the CPU 50 determines whether the winning symbolcombination in the bonus game in Step S431 or the symbol combinationpaid out in Step S433 matches another symbol combination, which isdifferent from the specific symbol combination for which an award hasbeen increased. In a case where the different symbol combination isarranged, the CPU 50 changes the increased award of the specific symbolcombination into a normal award (Step S437) (see FIG. 67). On the otherhand, in Step S436, in a case where the specific symbol combination isrearranged, the processing advances to Step S438. It should be notedthat it may alternatively be possible to restore the increased award toa normal award (Step S437) for a case where the specific combination isrearranged (Step S436). In this case, the increased award is maintainedif another symbol combination deferring from the specific symbolcombination is arranged.

Next, in Step S438, the CPU 50 determines whether a payout is not lessthan a predetermined number. When the payout is not less than apredetermined number, the CPU 50 resets the game counter to zero (StepS439). It should be noted that the description has been made regardingan arrangement in which the game counter is reset to zero.Alternatively, an arrangement may be made in which the game mode isswitched from the insurance mode to the non-insurance mode (cancellationof the insurance mode). With such an arrangement, in a case where theamount of payout is not less than a predetermined amount, the game modeis returned to the non-insurance mode, thereby allowing other playersnot to feel discriminated against while a particular player is enjoyinglucrative awards from the game. Thereafter, the CPU 50 terminates thepresent processing. On the other hand, when the payout is less than apredetermined number in Step S438, the CPU 50 then terminates thepresent processing.

FIG. 63 is a flowchart showing a subroutine of point addition processingwhich is called and executed in Step S435 of the win determinationprocessing shown in FIG. 62.

In the point addition processing, the CPU 50 first performs a summationof points (Step S460). Next, the CPU 50 determines whether the pointshave exceeded a reference value or not (Step S461). In a case where theCPU 50 determines that the points have not exceeded the reference value,the CPU 50 terminates the present processing. On the other hand, in acase where the CPU 50 determines that the points have exceeded thereference value, the CPU 50 performs lottery processing for a specificsymbol combination (Step S462). Next, the CPU 50 increases the award ofthe specific symbol combination determined by the lottery (Step S463)(see FIG. 66). Thereafter, the CPU 50 terminates the present processing.

Trigger Rendered Effects 5

FIGS. 64A and 64B are an example of images illustrating trigger renderedeffects 5 displayed on the main display 4 and the sub display 3. Thetrigger rendered effects 5 show that points are cumulatively added whena predetermined symbol combination is rearranged. Since the points areaccumulated, it can prevent a situation in which a player loses interestin the game.

The image shown in FIG. 64A shows an addition of points following anarrangement of a predetermined symbol combination “POINT UP!” on themain display 4. The points thus cumulatively added are represented withoblique lines.

The image shown in FIG. 64B shows that symbols are rearranged and thecombination “BAR, 7, POINT UP!” is displayed in the left display window23, the center display window 24, and the right display window 25,respectively. A message “YOU'VE GOT A POINT!” 105 represents that aplayer has obtained a point. “RESCUE ON” 461 is displayed at the upperright portion of the main display 4, and it indicates that a game is inthe insurance mode.

Point Full Effects 1

FIG. 65 is an example of an image of Point FULL Effects 1 displayed onthe sub display 3, showing cumulatively added points. In this type ofdisplay, the points cumulatively added for a predetermined symbolcombination are represented with an arrow 131 which is divided intothree parts. In the present embodiment, all of the three parts of thearrow 131 are filled with oblique lines, which indicates that theaccumulated points have reached a predetermined value. A message “FULLPOINT! GO TO FEATURE” indicates that an increase of an award for aspecific symbol combination is determined.

Award Increasing Effects 2

FIG. 66 is an example of an image displayed on the sub display 3 showingan increased specific symbol combination. FIG. 66 shows a result of thefollowing processing: When the cumulatively added points reach apredetermined value after a predetermined symbol combination isrearranged, a lottery is performed. As a result of the lottery, thecombination “7, 7, 7” is arranged and an award for the symbolcombination is increased to threefold.

Award Increasing Effects 3

FIGS. 67A and 67B are an example of images displayed on the main display4 and the sub display 3, showing award increasing effects 3. The imagesindicate a change from increased to normal award following an occurrenceof a winning combination different from a specific symbol combination.

The image shown in FIG. 67A shows that, since the symbol combination“BAR BAR, BAR BAR, BAR BAR”, which is different from the specific symbolcombination, is displayed on the main display 4, an award for thespecific symbol combination “7, 7, 7” is changed to 100, an award for acombination “3 BAR, 3 BAR, 3 BAR” is changed to 50, and an award for acombination “BAR, BAR, BAR” is changed to 30. The image also shows amessage “ALL CANCELED”, indicating that an award for the specific symbolcombination is changed to a normal award.

The image in FIG. 67B shows a rearrangement of symbols and the resultingcombination “BAR BAR, BAR BAR, BAR BAR” displayed in the left displaywindow 23, the center display window 24, and the right display window25, respectively. Since the combination “BAR BAR, BAR BAR, BAR BAR” isnot a specific symbol combination, an award for the specific symbolcombination is changed to a normal award on the sub display 3 shown inFIG. 67A.

Sixth Embodiment

In the following, a slot machine 1 with an insurance mode according to asixth embodiment is described with reference to FIGS. 68 to 78. In thepresent embodiment, the slot machine 1 cumulatively adds a predeterminedvalue of points when “7 DORA” as a predetermined symbol is arranged,increases an award in a free game more than a normal award, and pays outthe increased award when the specific symbol combination “BAR BAR” inthe free game is arranged. As a result, the gaming machine 1 can providea novel game having a variety of awards corresponding to proceedings ofthe game.

FIG. 68 is a flowchart showing a subroutine of win determinationprocessing 9 which is called and executed in Step S317 of the gameexecution processing shown in FIG. 54.

In the win determination processing 9, the CPU 50 first determineswhether a free game has been triggered or not (Step S630). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a free game.When a free game has been triggered, the CPU 50 calls free gameprocessing (see FIG. 70) (Step S631). Thereafter, the CPU 50 advancesthe processing to Step S636.

On the other hand, when a free game has not been triggered in Step S630,the CPU 50 determines whether a winning combination occurs or not (StepS632). In this processing, the CPU 50 determines whether the rearrangedsymbol combination matches a winning combination. In a case where thecombination matches a winning combination, the CPU 50 calls payoutprocessing (see FIG. 71) (Step S633).

Next, in Step S636, the CPU 50 determines whether a payout is not lessthan a predetermined number. When the payout is not less than apredetermined number, the CPU 50 resets the game counter to zero (StepS637). It should be noted that the description has been made regardingan arrangement in which the game counter is reset to zero.Alternatively, an arrangement may be adopted in which the game mode isswitched from an insurance mode to a non-insurance mode (cancellation ofthe insurance mode). With such an arrangement, in a case where theamount of payout is not less than a predetermined amount, the game modeis returned to the non-insurance mode, thereby providing fairness amongplayers. Thereafter, the CPU 50 terminates the present processing. Onthe other hand, when the payout is less than a predetermined number inStep S636, the CPU 50 then terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination inStep S632, the CPU 50 then determines whether the rearranged symbolcombination matches a predetermined symbol combination or not (StepS634). For example, the predetermined symbol combination may be a symbolcombination including “7 DORA”, and a lose combination satisfying aREACH condition, for example. The CPU 50 may determine the predeterminedsymbol combination beforehand. In a case where the CPU 50 determinesthat the rearranged symbol matches a predetermined symbol combination,the CPU 50 performs point addition processing 2 (see FIG. 73 which isdescribed later) (Step S635). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a predetermined symbolcombination in Step S634, the CPU 50 then terminates the presentprocessing.

FIG. 69 is a flowchart showing a subroutine of win determinationprocessing 10 which is called and executed in Step S317 of the gameexecution processing shown in FIG. 54.

In the win determination processing 10, the CPU 50 first determineswhether a free game has been triggered or not (Step S530). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a free game. Ina case where the CPU 50 determines that a free game has been triggered,the CPU 50 calls free game processing (see FIG. 70) (Step S531). When afree game is terminated, the CPU 50 changes the increased award of thespecific symbol combination into a normal award (Step S536). In thiscase, since the increased award of the specific symbol combination isrestored to a normal award regardless of whether a payout for thespecific symbol combination has been performed or not in a free game, anormal award is paid out in payout processing in FIG. 71 or 72.Thereafter, the CPU 50 advances the processing to Step S537.

On the other hand, in a case where the CPU 50 determines that a freegame has not been triggered in Step S530, the CPU 50 determines whethera winning combination occurs or not (Step S532). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the combination matches a winningcombination, the CPU 50 calls payout processing (see FIG. 71) (StepS533).

Next, in Step S537, the CPU 50 determines whether a payout is not lessthan a predetermined number. When the payout is not less than thepredetermined number, the CPU 50 resets the game counter to zero (StepS538). It should be noted that the description has been made regardingan arrangement in which the game counter is reset to zero.Alternatively, an arrangement may be adopted in which the game mode isswitched from an insurance mode to a non-insurance mode (cancellation ofthe insurance mode). With such an arrangement, in a case where theamount of payout is not less than a predetermined amount of payout, thegame mode is returned to the non-insurance mode, thereby providingfairness among the players. Thereafter, the CPU 50 terminates thepresent processing. On the other hand, in a case where the CPU 50determines that the payout is less than the predetermined number in StepS537, the CPU 50 then terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination inStep S532, the CPU 50 then determines whether the rearranged symbolcombination matches a predetermined symbol combination or not (StepS534). For example, the predetermined symbol combination may be a symbolcombination including “7 DORA” and a lose combination satisfying a REACHcondition, for example. The CPU 50 may determine the predeterminedsymbol combination beforehand. In a case where the CPU 50 determinesthat the rearranged symbol matches the predetermined symbol combination,the CPU 50 performs point addition processing (see FIG. 73) (Step S535).Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match the predetermined symbolcombination in Step S534, the CPU 50 then terminates the presentprocessing.

FIG. 70 is a flowchart showing a subroutine of free game processing,which is called and executed in Step S631 of the win determinationprocessing 9 (FIG. 68) or in Step S531 of the win determinationprocessing 10 (FIG. 69). In the free game processing, firstly, the CPU50 determines a number of free games T based upon a random numberobtained by executing a random number generating program included in alottery program stored in the RAM 52 (Step S440). The CPU 50 stores thenumber of free games T thus determined in the RAM 52. In addition, theCPU 50 turns on an activation flag, which is turned off when a payoutfor a specific symbol combination is performed in a free game, andstores it in the RAM 52.

Subsequently, the CPU 50 performs lottery processing (Step S441) andreel rotation control processing (Step S442). The processing in StepS441 is substantially the same as that described with reference to FIG.9. In addition, the processing in Step S442 is substantially the same asthat described with reference to FIG. 8. Accordingly, no descriptionthereof follows hereafter.

The CPU 50 determines whether a free game has been triggered or not(Step S443). When a free game has been triggered, the CPU 50 determinesa repetition number t for the free game by lottery (Step S444). Therepetition number t thus determined is added to the number of currentlyremaining free games T (Step S445). With such an arrangement, in a casewhere the player has won another free game award in a free game, theremaining number of the free games is incremented. More specifically, ina case where the player wins another free game award that provides 17rounds of games during the twelfth game of an initial free game of 20rounds of games, the player wins 25 (=20−12+17) rounds of free games.

In a case where the free game has not been triggered in Step S443, theCPU 50 determines whether or not a winning combination is achieved (StepS446). In a case where the CPU 50 determines that the winningcombination is achieved, the CPU 50 performs payout processing (see FIG.72) (Step S447).

After the execution of the processing in Step S445 or S447, or in a casewhere the CPU 50 determines in Step S446 that any winning combination isnot achieved (i.e., a lost the game), the CPU 50 reads the number offree games T stored in the RAM 52, and subtracts 1 from the number offree games T thus read. Then, the CPU 50 again stores the number of freegames T after subtraction in the RAM 52 (Step S448).

Next, the CPU 50 determines whether or not the number of free games Thas reached the number determined in Step S40 (Step S449). Morespecifically, the CPU 50 determines whether or not the number of freegames T stored in the RAM 52 is equal to zero. When the number of freegames is not equal to zero, i.e., in a case where the CPU 50 determinesthat the number of free games executed has not reached the numberdetermined in Step S440, the CPU 50 returns the processing to Step S441,and repeats the aforementioned processing. On the other hand, in a casewhere the CPU 50 determines that the number of free games T is equal tozero, i.e., in a case where the CPU 50 determines that the number offree games executed has reached the number determined in Step S440, theCPU 50 terminates the present subroutine.

FIG. 71 is a flowchart showing a subroutine of normal payout processing3, which is an example of payout processing called and executed in StepS633 of the win determination processing 9 (FIG. 68) or in Step S533 ofthe win determination processing 10 (FIG. 69).

In payout processing 3, the CPU 50 first determines whether the winningcombination matches a specific symbol combination or not (Step S450).When it matches the specific symbol combination, the CPU 50 determineswhether a payout for the specific symbol combination is performed or notin a free game (Step S451). More specifically, the CPU 50 determineswhether a specific activation flag is OFF or not. The specificactivation flag turns on when a free game starts and turns off when apayout for a specific symbol combination is performed. In a case wherethe CPU 50 determines that the specific activation flag is OFF, the CPU50 moves the processing to Step S454. On the other hand, when the CPU 50determines that the specific activation flag is ON, the CPU 50 advancesthe processing to Step S452.

Next, in Step S452, the CPU 50 refers to an award. Then, the CPU 50turns off the specific activation flag, and resets the pointscumulatively added (Step S453). Subsequently, the CPU 50 advances theprocessing to Step S455.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match the specific symbolcombination in Step S450, or in a case where the CPU 50 determines thatthe specific activation flag is OFF in Step S451, the CPU 50 refers to anormal award (Step S454).

Next, in Step S455, the CPU 50 pays out an award for a winning symbolcombination. Thereafter, the CPU 50 terminates the processing.

FIG. 72 is a flowchart showing a subroutine of free game payoutprocessing 4, which is an example of payout processing called andexecuted in Step S447 of the free game processing (FIG. 70).

In the free game payout processing 4, the CPU 50 first determineswhether the winning combination matches a specific symbol combination ornot (Step S550). When the winning combination matches the specificsymbol combination, the CPU 50 refers to an award (Step S551), turns offthe specific activation flag, and resets the points cumulatively added(Step S552). Next, the CPU 50 advances the processing to Step S554.

On the other hand, in Step S550, in a case where the CPU 50 determinesthat the winning combination does not match the specific symbolcombination, the CPU 50 refers to a normal award (Step S553).

Next, in Step S554, the CPU 50 pays out an award for the winning symbolcombination. Thereafter, the CPU 50 terminates the processing.

FIG. 73 is a flowchart showing a subroutine of point addition processing2, which is called and executed in Step S635 of the win determinationprocessing 9 shown in FIG. 68 or Step S535 of the win determinationprocessing 10 shown in FIG. 69.

In the point addition processing 2, the CPU 50 first performs asummation of points (Step S560). Next, the CPU 50 increases an awardaccording to the points cumulatively added (Step S561). Thereafter, theCPU 50 terminates the present processing.

Award Increasing Effects 2

FIGS. 74A and 74B are an example of images showing award increasingeffects 2 displayed on the main display 4 and the sub display 3. In theaward increasing effects 2, the main display 4 displays cumulativelyadded points for a rearranged symbol combination including apredetermined symbol, and the sub display 3 displays an increased awardfor a specific symbol combination more than a normal award correspondingto the points.

The image shown in FIG. 74A indicates that the award for the specificsymbol combination “BAR BAR”, where the normal award is 50 credits, isincreased by 30 credits corresponding to the points cumulatively added.

The image shown in FIG. 74B illustrates a rearrangement of symbols andthe resulting combination “BAR BAR, 7, BAR BAR, 7, 7 DORA”. A mark 153is added to marks 151 and 152, which indicates that a point is added asa result of an occurrence of a combination including “7 DORA” as thepredetermined symbol. A message “YOU'VE GOT A POINT!” 105 representsthat a player has obtained a point. “RESCUE ON” 461 is displayed at anupper right portion of the main display 4, which indicates that a gameis in an insurance mode.

FIG. 75 is an example of an image of free game start effects displayedon the main display 4. The image shows a rearrangement of symbols andthe resulting combination “S, 7, S, BAR, S”. The image also shows amessage “10 FREE GAMES START” 321 indicating ten, the number of freegames, which is determined as a result of an appearance of scattersymbols “S” in the three windows. A message “BAR BAR+30” at the lowerportion of the main display 4 indicates that an award is increased by 30credits compared to a normal award when a combination of “BAR BAR” isarranged in a free game.

FIG. 76 is an example of an image showing free game effects displayed onthe main display 4, advanced from FIG. 75. The image indicates arearrangement of symbols and the resulting combination “BAR BAR, BARBAR, BAR BAR, BAR BAR, BAR BAR” displayed in the symbol display windows301, 302, 303, 304, and 305, respectively. A message “WIN! 50+30 80CREDITS!!” 323 indicates payout of an increased award, 50 of a normalaward plus 30 as a result of an occurrence of a specific symbolcombination “BAR BAR” in a free game. In addition, a message “3 FREEGAMES REMAINING” 322 indicates that the remaining 3 free games are goingto be performed, and a message “RESCUE ON” 461 indicates that the gameis in an insurance mode.

FIG. 77 is an example of an image showing the free game effectsdisplayed on the main display 4, advanced from FIG. 75. The imageindicates the completion of the certain number of games (for example, 10games), which is determined at a start of a free game and a message “0FREE GAME END” indicating the termination of the free game. In addition,a message “BAR BAR CONTINUE” indicates that, since the specific symbolcombination is not rearranged in the free game, the increased award forthe specific symbol combination is inherited by a normal game.

FIG. 78 is an example of an image during a normal game displayed on themain display 4. The image indicates a rearrangement of symbols and theresulting combination of “BAR BAR”, which is a specific symbolcombination. A message “WIN! 50+30 80 CREDITS!!” 323 indicates payout ofincreased award, the normal award of 50 plus 30, for a case where thespecific symbol combination “BAR BAR” is not arranged in the bonus gamebut arranged in the normal game.

Seventh Embodiment

In the following, a slot machine 1 with an insurance mode according to aseventh embodiment is described with reference to FIGS. 79 to 85. In thepresent embodiment, the slot machine 1 cumulatively adds a point when “7DORA” as a predetermined symbol is arranged, and determines a payoutrate of an award for a specific symbol combination by a lottery whenpoints thus cumulatively added reach a predetermined value (a pointFULL), before rearranging a plurality of symbols. In a case where thespecific symbol combination is rearranged, the slot machine 1 performs apayout, a product of the award and the payout rate. As a result, thegaming machine 1 provides a novel game which can vary awards accordingto proceedings of the game.

FIG. 79 is a flowchart showing win determination processing 11, which iscalled and executed in Step S317 of the game execution processing shownin FIG. 54.

In the win determination processing 11, the CPU 50 first determineswhether a free game has been triggered or not (Step S830). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a free game. Ina case where the CPU 50 determines that a free game has been triggered,the CPU 50 calls free game processing (see FIG. 70) (Step S831).Thereafter, when the free game is terminated, the CPU 50 advances theprocessing to Step S836.

On the other hand, in a case where the CPU 50 determines that the freegame has not been triggered in Step S830, the CPU 50 determines whethera winning combination occurs or not (Step S832). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the combination matches a winningcombination, the CPU 50 calls payout processing (see FIG. 71 which isdescribed later) (Step S833).

Next, in Step S836, the CPU 50 determines whether a payout is not lessthan a predetermined number. When the payout is not less than thepredetermined number, the CPU 50 resets the game counter to zero (StepS837). It should be noted that the description has been made regardingan arrangement in which the game counter is reset to zero.Alternatively, an arrangement may be made in which the game mode isswitched from an insurance mode to a non-insurance mode (cancellation ofthe insurance mode). With such an arrangement, in a case where theamount of payout is not less than the predetermined amount, the gamemode is returned to the non-insurance mode, thereby providing fairnessamong the players. Thereafter, the CPU 50 terminates the presentprocessing. On the other hand, in a case where the CPU 50 determinesthat the payout is less than the predetermined number, the CPU 50 thenterminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match the winning combination inStep S832, the CPU 50 then determines whether the rearranged symbolcombination matches a predetermined symbol combination or not (StepS834). For example, the predetermined symbol combination may be a symbolcombination including “7 DORA”, or a lose combination satisfying a REACHcondition, for example. The CPU 50 may determine the predeterminedsymbol combination beforehand. In a case where the CPU 50 determinesthat the rearranged symbol matches the predetermined symbol combination,the CPU 50 performs point addition processing (Step S835). Thereafter,the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match the predetermined symbolcombination in Step S834, the CPU 50 then terminates the presentprocessing.

FIG. 80 is a flowchart showing a subroutine of lottery processing 2which is called and executed in Step S315 of the game executionprocessing shown in FIG. 54 or Step S441 of the free game processingshown in FIG. 70. The CPU 50 executes a lottery program stored in theRAM 52, thereby executing the lottery processing.

First, the CPU 50 selects a random number in a range of values from 0 to255 for each of the three reels 22 by executing a random numbergenerating program included in the lottery program (Step S220). Adescription is provided in the present embodiment regarding anarrangement in which each random number is generated by a program (aso-called software random number generation). Alternatively, anarrangement may be adopted in the present invention, in which eachrandom number is extracted from a random number generator 55 (aso-called hardware random number generation).

Next, based on the selected three random numbers, the CPU 50 determinesrespective code numbers of the reels 22 (see FIG. 5) (Step S221).

Next, the CPU 50 determines whether the point value has exceeded areference value or not (Step S222). That is, the CPU 50 determineswhether the points cumulatively added for a predetermined symbolcombination reach a predetermined value or not. In a case where the CPU50 determines that the points have reached the predetermined value, theCPU 50 selects a random number value (Step S223), and determines apayout rate of an award for a specific symbol combination (Step S224).Thereafter, the CPU 50 terminates the processing. On the other hand, ina case where the CPU 50 determines that the points have not reached thepredetermined value in Step S222, the CPU 50 then terminates theprocessing.

FIG. 81 is a flowchart showing a subroutine of reel rotation controlprocessing, which is called and executed in Step S316 of the gameexecution processing shown in FIG. 54 or Step S442 of the free gameprocessing shown in FIG. 70.

Firstly, the CPU 50 performs reel rotation control processing for eachof reels 22L, 22C, and 22R (Step S620). Next, the CPU 50 determineswhether the point value has exceeded the reference value or not (StepS621). That is, the CPU 50 determines whether the points cumulativelyadded for the predetermined symbol combination have reached thepredetermined value or not. In a case where the CPU 50 determines thatthe points have not reached the predetermined value, the CPU 50 advancesthe processing to Step S623. On the other hand, in a case where the CPU50 determines that the points have reached the predetermined value, theCPU 50 controls a display of the sub reel 26 and rearranges the symbols(Step S622). That is, the CPU 50 variably displays the sub reel 26 andalters the payout rate previously determined.

Then, the CPU 50 stops rotation of each of the reels 22L, 22C, and 22Rbased on the code number previously determined (Step S623). Thereafter,the CPU 50 terminates the processing.

FIG. 82 is an example of an image of rendered effects depictingcumulatively added points displayed on the main display 4. In the image,a mark 153 is added to marks 151 and 152, indicating that points arecumulatively added due to an occurrence of a combination including “7DORA”. The three marks 151, 152, and 153 all turned on indicatesaccomplishment of the predetermined value. “RESCUE ON” 461 displayed atan upper right portion of the main display 4 indicates that a game is inan insurance mode.

FIG. 83 is an example of an image of rendered effects displayed on themain display 4 showing that a payout rate of an award for a specificsymbol combination is selected by a lottery. The image of downwardarrows indicates that symbols are being rearranged in the left displaywindow 23, the center display window 24, and the right display window25. In addition, the downward arrows in a sub reel 26 indicate a lotteryin progress to select the payout rate of the award for the specificsymbol combination.

FIG. 84 is an example of an image of rendered effects displayed on themain display 4, showing that the payout rate of the award for thespecific symbol combination is selected by a lottery. Downward arrows ofthe image show symbols being rearranged in the left display window 23,the center display window 24, and the right display window 25. Inaddition, a frame 252 with a bold line surrounding “x 2” in the sub reel26 indicates the payout rate of double that is determined by a lotterybefore rearrangement of symbols.

FIG. 85 is an example of an image of the rearranged specific symbolcombination displayed on the main display 4. The image indicates therearranged combination “BAR, BAR, BAR” subsequent to the selection ofthe payout rate by the lottery as shown in FIG. 84. In addition, amessage “x 2” 243 indicates that a payout is performed with the selectedpayout rate for an occurrence of the specific symbol combination “BAR,BAR, BAR”.

Eighth Embodiment

In the following, a slot machine 1 with an insurance mode according toan eighth embodiment is described with reference to FIGS. 86 to 96. Inthe present embodiment, the slot machine 1 cumulatively adds points when“7 DORA” or “BAR DORA” as a predetermined symbol is arranged. Thesepoints are taken into account in setting lottery winning probability ofeach of the specific symbol combinations “7, 7, 7, 7, 7” and “BAR, BAR,BAR, BAR, BAR”. A lottery winning probability in a free game is raisedhigher than a normal one according to the points thus cumulativelyadded. When a specific symbol combination is arranged in a free game, anaward is paid out. Although the award is not changed, the probabilityfor winning is raised. As a result, it is possible that awards may bevaried for one player to another according to the points cumulativelyadded. Although in the present embodiment the raising of a lotterywinning probability is performed in a free game, it may alternatively becarried out in a normal game.

FIG. 86 is a flowchart showing a subroutine of win determinationprocessing 12, which is called and executed in Step S317 of the gameexecution processing shown in FIG. 54.

In the win determination processing 12, the CPU 50 first determineswhether a free game has been triggered or not (Step S730). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a free game. Ina case where the CPU 50 determines that a free game has been triggered,the CPU 50 calls the free game processing (see FIG. 70) (Step S731).When the free game is terminated, the CPU 50 restores the raised lotterywinning probability of the specific symbol combination to a normallottery winning probability (Step S736). Alternatively, the CPU 50 mayalso maintain the raised lottery winning probability after thetermination of the free game.

Next, in Step S737, the CPU 50 determines whether a payout is not lessthan a predetermined number. When the payout is not less than thepredetermined number, the CPU 50 resets the game counter to zero (StepS738). It should be noted that the description has been made regardingan arrangement in which the game counter is reset to zero.Alternatively, an arrangement may be made in which the game mode isswitched from an insurance mode to a non-insurance mode (cancellation ofthe insurance mode). With such an arrangement, in a case where theamount of payout is not less than a predetermined amount, the game modeis returned to the non-insurance mode, thereby providing fairness amongthe players. Thereafter, the CPU 50 terminates the present processing.On the other hand, in a case where the CPU 50 determines that the payoutis less than a predetermined number, the CPU 50 then terminates thepresent processing.

On the other hand, in a case where the CPU 50 determines that a freegame has not been triggered in Step S730, the CPU 50 determines whethera winning combination occurs or not (Step S732). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the combination matches a winningcombination, the CPU 50 calls payout processing (see FIG. 87 describedlater) (Step S733). Subsequently, the CPU 50 advances the processing toStep S737.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination inStep S732, the CPU 50 then determines whether the rearranged symbolcombination matches a predetermined symbol combination or not (StepS734). For example, the predetermined symbol combination may be a symbolcombination including such as “7 DORA”, which is a lose combinationsatisfying a REACH condition. The CPU 50 may determine the predeterminedsymbol combination beforehand. In a case where the CPU 50 determinesthat the rearranged symbols match the predetermined symbol combination,the CPU 50 performs point addition processing (see FIG. 89) (Step S735).Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match the predetermined symbolcombination in Step S734, the CPU 50 then terminates the presentprocessing.

FIG. 87 is a flowchart showing a subroutine of normal lotteryprocessing, which is an example of lottery processing called andexecuted in Step S315 of the game execution processing shown in FIG. 54.

First, the CPU 50 selects a random number in a range of values from 0 to65535 by executing a random number generating program included in thelottery program (Step S650).

Next, in Step S651, the CPU 50 determines whether a payout for aspecific symbol combination in a free game has been performed or not.More specifically, the CPU 50 determines whether a specific activationflag is OFF or not. The specific activation flag is turned on when afree game starts and turned off when a payout for a specific symbolcombination is performed. In a case where the CPU 50 determines that thespecific activation flag is OFF, the CPU 50 advances the processing toStep S655. In a case where the CPU 50 determines that the specificactivation flag is ON, the CPU 50 then refers to a winning table (seeFIG. 95) corresponding to points, and extracts a symbol combination as awinning combination in a case where the symbol combination matches anywinning combination in the winning table (Step S652). More specifically,based on the winning table, the CPU 50 creates a current winning tabledepending on points, and extracts a symbol combination corresponding toa selected random number value. Suppose that cumulative points for “7”are 1 point and cumulative points for “BAR” are 4 points. The CPU 50creates a current winning table corresponding to the points as follows:a probability 150/65536 for “7”, a probability 200/65536 for “7 ANY”, aprobability 600/65536 for “3 BAR”, a probability 800/65536 for “3 BARANY”, a probability 1500/65536 for “2 BAR”, a probability 2000/65536 for“2 BAR ANY”, and a probability 20000/65536 for “BAR”. Then, the CPU 50refers to the current winning table so as to extract a symbolcombination as a winning combination if the selected random numbermatches any symbol combination.

Next, the CPU 50 determines whether the selected symbol combination bylottery matches a specific symbol combination or not (Step S653). In acase where the CPU 50 determines that the selected symbol combinationmatches the specific symbol combination, the CPU 50 turns off thespecific activation flag (Step S654) and advances the processing to StepS656. On the other hand, when the selected symbol combination does notmatch the specific combination, the CPU 50 advances the processing toStep S656.

Next, in Step S656, based on the selected random numbers, the CPU 50determines code numbers of respective reels 22 (see FIG. 5). Thereafter,the CPU 50 terminates the processing.

On the other hand, in a case where the CPU 50 determines that thespecific activation flag is OFF, the CPU 50 refers to a normal winningtable and extracts a symbol combination as a winning combination in acase where the symbol combination matches any winning combination in thewinning table (Step S655). Subsequently, the CPU 50 advances theprocessing to Step S656.

FIG. 88 is a flowchart showing a subroutine of free game lotteryprocessing 4, which is an example of lottery processing called andexecuted in Step S441 of the free game processing shown in FIG. 70.

Firstly, the CPU 50 selects a random number in a range of values from 0to 65535 by executing a random number generating program included in thelottery program (Step S750).

Next, in Step S751, the CPU 50 refers to a winning table (see FIG. 95)corresponding to points and extracts a symbol combination as a winningcombination in a case where the symbol combination matches any winningcombination in the winning table as described above.

Next, the CPU 50 determines whether the selected symbol combination bylottery matches a specific symbol combination or not (Step S752). Whenthe selected symbol combination matches the specific symbol combination,the CPU 50 turns off a specific activation flag (Step S753) and advancesthe processing to Step S754. On the other hand, when the selected symbolcombination does not match the specific combination, the CPU 50 advancesthe processing to Step S754.

Next, in Step S754, based on the selected random numbers, the CPU 50determines code numbers of respective reels 22 (see FIG. 5). Thereafter,the CPU 50 terminates the processing.

FIG. 89 is a flowchart showing a subroutine of point addition processing3, which is called and executed in Step S735 of the win determinationprocessing 12 shown in FIG. 86.

In the point addition processing 3, the CPU 50 first acquires a specificsymbol combination corresponding to a predetermined symbol combination(Step S660). Next, the CPU 50 adds points for respective specific symbolcombinations (Step S661). Thereafter, the CPU 50 terminates the presentprocessing.

Lottery Winning Probability Raising Effects

FIGS. 90A and 90B are an example of images of raising lottery winningprobability effects displayed on the main display 4 and the sub display3. In the raising lottery winning probability effects, the main display4 displays points cumulatively added for an arrangement of apredetermined symbol combination, and the sub display 3 displays alottery winning probability for a specific symbol combination, which israised higher than a normal one corresponding to the points thuscumulatively added.

The image shown in FIG. 90A indicates lottery winning probabilities forthe specific symbol combinations “BAR” and “7”, which are increasedaccording to the points cumulatively added.

The image shown in FIG. 90B illustrates a rearrangement of symbols andthe resulting combination “BAR BAR, 7, BAR BAR, 7, 7 DORA”. A mark 153indicates an addition of points due to the symbol “7 DORA” as apredetermined symbol. A message YOU'VE GOT A POINT!” 105 represents thata player has obtained a point. “RESCUE ON” 461 is displayed at an upperright portion of the main display 4, which indicates that a game is inan insurance mode.

FIG. 91 is an example of an image of free game start effects displayedon the main display 4. The image shows a rearrangement of symbols andthe resulting combination “S, 7, S, BAR, S”. The image also shows anappearance of scatter symbols “S” in the three windows and a message “10FREE GAMES START” 321, indicating that the number of free gamesdetermined is ten. A message “BAR” and “7 UP” at the lower portion ofthe main display 4 indicates that the lottery winning probability israised higher than a normal one for combination of “BAR” and acombination of “7” in a free game.

FIG. 92 is an example of an image of free game effects displayed on themain display 4, advanced from FIG. 91. The image indicates arearrangement of symbols and the resulting combination “BAR, BAR, BAR,BAR, BAR” displayed in the symbol display windows 301, 302, 303, 304,and 305, respectively. A message “WIN! 30 30 CREDITS!!” 323 indicatespayout of a normal award of 30 credits as a result of an occurrence of aspecific symbol combination “BAR” in a free game. In addition, a message“3 FREE GAMES REMAINING” 322 indicates that the remaining 3 free gamesare going to be performed, and a message “RESCUE ON” 461 indicates thata game is in an insurance mode.

FIG. 93 is an example of an image of free game effects displayed on themain display 4, advanced from FIG. 91. A message “0 FREE GAME END” 321in the image indicates the execution of the number of games (forexample, 10 games) determined at a start of a free game and thetermination of the free game. In addition, a message “BAR and 7CONTINUE” indicates that the raised lottery winning probability for thespecific symbol combination is maintained for a subsequent normal game,which is for a case where the specific symbol combination is notrearranged in a free game.

FIG. 94 is an example of an image during a normal game displayed on themain display 4. The image indicates a rearrangement of symbols and theresulting combination of “BAR”, which is a specific symbol combination.A message “WIN! 30 30 CREDITS!!” 323 indicates payout of 30 credits fora case where the specific symbol combination is arranged as a result ofperforming a normal game with the raised lottery winning probability. Inthis case, the specific symbol combination is not arranged in a freegame, and the increased lottery winning probability is maintained in thenormal game.

FIG. 95 is an example of an image showing a winning table stored in theRAM 52. In the winning table, “symbol combination”, “probability” foreach point, and “predetermined symbol” are associated with each other.

“Symbol combination” represents winning symbol combinations.“Probability” of each point represents a lottery winning probabilitycorrelated with each “symbol combination” and points cumulatively added.“Predetermined symbol”, which is a symbol to trigger an accumulation ofpoints for a specific symbol combination, is included in a predeterminedcombination such as “ANY, ANY, ANY, ANY, 7 DORA”. When there is a symbolin the column of “Predetermined symbol” in the winning table, a lotterywinning probability is increased according to the points.

Variations of Symbol Sequences of Reels

FIG. 96 is an example of variations of symbol sequences of reels shownin FIG. 5 in the slot machine 1 (FIG. 2) with the plurality of reels22L, 22C, and 22R having a plurality of symbols on each surface thereof.FIG. 96 shows one example of a symbol sequence that includes a pluralitytypes of twenty-one symbols on each of the reels 22L, 22C, and 22R. Thisarrangement is converted into a table as data, and stored in ROM 51 (seeFIG. 6). Code numbers of “00” to “20” are given to respective symbols,as shown in FIG. 96, and stored in the ROM 51 as a data table (see FIG.6). In other words, it is possible to specify a symbol uniquely, byidentification of the reels 22L, 22C, and 22R, and the code numbers.Thus, code numbers are determined and symbols are rearranged using theraised lottery winning probability according to points cumulativelyadded.

Although the embodiments described above are for the purpose ofexemplification, they are not intended to limit the present invention.For example, the present invention is not limited to a symbolcombination displayed on the reels 22L, 22C, and 22R of a slot machineand the like, but can be applied to a symbol combination of a table game(such as a card game and a mahjong game). Designs of various elements

1. A method for playing a game with a gaming machine, the methodcomprising the steps of: (a) receiving a signal indicating aninstruction of starting a game; (b) starting the game; (c) executing thegame; (d) displaying a plurality of symbols on a display device; (e)each time a predetermined symbol or a predetermined combination ofsymbols is displayed on the display device as a result of the game,adding a predetermined point; (f) if the point cumulatively added instep (e) has reached a threshold, performing a lottery to determine aspecific combination of symbols; (g) setting an award for the specificcombination of symbols that is larger than a normal award; (h) if thespecific combination of symbols is displayed on the display device,paying the larger award; and (i) if a combination of symbols differentfrom the specific combination of symbols is displayed on the displaydevice, switching the larger award back to the normal award.
 2. A gamingmachine comprising: a plurality of reels each having a plurality ofsymbols on a circumferential surface thereof; thereof also can bemodified appropriately. In addition, the advantages, which are shown inthe embodiments, are simply listed as most preferable advantagesgenerated from the embodiments, and the advantages according to thisinvention are not limited to what have been described. In addition, apayout rate and other numerical values may be changed arbitrarily forthe purpose of heightening and modifying the gaming nature of the slotmachine 1 or video slot 1B. a motor for rotating and stopping each ofthe plurality of reels in response to reception of a signal; an inputdevice for transmitting a signal to start a game in response to anacceptance of operation applied by a player; and a controller configuredwith logic to: (a) upon receiving the signal transmitted by the inputdevice, perform a lottery and start a game; (b) transmit a signalindicating an instruction for rotating each of the plurality of reels tothe motor; (c) transmit a signal indicating an instruction for stoppingeach of the plurality of reels to the motor in accordance with a resultof the lottery; (d) when the plurality of reels comes to rest to displaya combination of symbols and the combination of symbols matches apredetermined combination of symbols, determine an amount to be paidfrom credit; (e) when the combination of symbols in (d) satisfies apredetermined condition, add a predetermined point; (f) when thecumulatively added point has reached a threshold, perform a lottery todetermine a specific combination of symbols; (g) set an award for thespecific combination of symbols that is larger than a normal award; (h)if the specific combination of symbols is displayed after (g), pay thelarger award; and (i) if a combination of symbols different from thespecific combination of symbols is displayed after (g), switch thelarger award back to the normal award.
 3. The gaming machine accordingto claim 2, wherein the predetermined condition in (e) is an appearanceof a specific symbol in the combination of symbols.
 4. The gamingmachine according to claim 2, wherein the predetermined condition in (e)is an occurrence of a reach condition satisfied by the combination ofsymbols.
 5. A gaming machine comprising: a display device for displayinga plurality of symbols; an input device for transmitting a signal tostart a game in response to an acceptance of operation applied by aplayer; and a controller configured with logic to: (a) upon receivingthe signal transmitted by the input device, perform a lottery and starta game; (b) cause the display device to perform a rotational display ofthe plurality of symbols; (c) cause the display device to stop therotational display in accordance with a result of the lottery; (d) whena combination of symbols is statically displayed and the combination ofsymbols matches a predetermined combination of symbols, determine anamount to be paid from credit; (e) when the combination of symbols in(d) satisfies a predetermined condition, add a predetermined point; (f)when the cumulatively added point has reached a threshold, perform alottery to determine a specific combination of symbols; (g) set an awardfor the specific combination of symbols that is larger than a normalaward; (h) if the specific combination of symbols is displayed after(g), pay the larger award; and (i) if a combination of symbols differentfrom the specific combination of symbols is displayed after (g), switchthe larger award back to the normal award.